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	<title><![CDATA[Zach's Development Journal]]></title>
	<link>http://www.gamedev.net/blog/1390-zachs-development-journal/</link>
	<description><![CDATA[Zach's Development Journal Syndication]]></description>
	<pubDate>Tue, 28 Aug 2012 06:23:20 +0000</pubDate>
	<webMaster>support@gamedev.net (GameDev.net)</webMaster>
	<generator>IP.Blog</generator>
	<ttl>60</ttl>
	<item>
		<title><![CDATA[Improved Visuals, Physics, and Camera [Screenshot Heavy]]]></title>
		<link>http://www.gamedev.net/blog/1390/entry-2254994-improved-visuals-physics-and-camera-screenshot-heavy/</link>
		<category></category>
		<description><![CDATA[I've made a lot of progress since my last post, mainly in the renderer. I added High Dynamic Range Lighting, Cascade Shadow Mapping, FXAA, and the Cook-Torrance BRDF with roughness maps. The previous screenshots were an eye-sore, so it's a relief to have something that looks a little more modern. I'm still dinking around with the hacked-up level...]]></description>
		<pubDate>Thu, 23 Aug 2012 06:26:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254994-improved-visuals-physics-and-camera-screenshot-heavy/</guid>
	</item>
	<item>
		<title><![CDATA[[DX11] Please Test My First Demo!]]></title>
		<link>http://www.gamedev.net/blog/1390/entry-2254827-dx11-please-test-my-first-demo/</link>
		<category></category>
		<description><![CDATA[I put together a simple demo. Pardon the nasty textures and the level made from scaled cubes, it does not represent the final planned look of the game at all. A friend of mine is working on a tank model, but for now the cube and cylinder placeholders are what I've got.<br />
<br />
I've been focusing a lot on trying to get the tank movement to work decently...]]></description>
		<pubDate>Sat, 21 Jul 2012 19:30:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254827-dx11-please-test-my-first-demo/</guid>
	</item>
	<item>
		<title>Tank Physics and Other Progress</title>
		<link>http://www.gamedev.net/blog/1390/entry-2254772-tank-physics-and-other-progress/</link>
		<category></category>
		<description><![CDATA[So a lot of life-related stuff happened this Spring--most of it good, but all of it quite mentally taxing. Incidentally, I got sidetracked and took a break from working on my new project. Recently, however, my interest in it is back with a vengence. The truth is I can't stay away from game development for long, it's my life addiction, for better or...]]></description>
		<pubDate>Wed, 04 Jul 2012 07:17:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254772-tank-physics-and-other-progress/</guid>
	</item>
	<item>
		<title>C++ Port of Artemis Entity Component System Framework (In Progress)</title>
		<link>http://www.gamedev.net/blog/1390/entry-2254064-c-port-of-artemis-entity-component-system-framework-in-progress/</link>
		<category></category>
		<description><![CDATA[This month is officially "wrap my head around Entity/Component Systems" month. I stepped away from coding for a bit and spent time researching different designs for handling game objects. Most interestingly, my search brought me to the Artemis Entity System Framework. Written in Java, the system is the best overall design I have seen so far...]]></description>
		<pubDate>Wed, 18 Jan 2012 23:18:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254064-c-port-of-artemis-entity-component-system-framework-in-progress/</guid>
	</item>
	<item>
		<title>Some Thoughts on Software Design</title>
		<link>http://www.gamedev.net/blog/1390/entry-2254021-some-thoughts-on-software-design/</link>
		<category></category>
		<description>Software Engineering as I understand it involves the concept of software design. Anyone can program, and I would even venture to say that programming is the easy part. Good software design is where things get hairy. I consider myself a seasoned programmer, but a somewhat fledgling Software Engineer--a state that I think is fairly commonplace among academic...</description>
		<pubDate>Tue, 10 Jan 2012 13:32:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254021-some-thoughts-on-software-design/</guid>
	</item>
	<item>
		<title>Project Progress</title>
		<link>http://www.gamedev.net/blog/1390/entry-2254007-project-progress/</link>
		<category></category>
		<description><![CDATA[<span style='font-family: georgia,serif'><span style='font-size: 24px;'>Entity Management</span></span><br />
<br />
As of late, I have spent hours agonizing over the best way to implement my entity system. I am suffering a bit from neophyte syndrome trying to think through all the different scenarios and needs of my application. One particular mind block I kept running into was how to handle articulate physics...]]></description>
		<pubDate>Sun, 08 Jan 2012 19:50:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2254007-project-progress/</guid>
	</item>
	<item>
		<title>Software Rasterizer Source Released and other Updates</title>
		<link>http://www.gamedev.net/blog/1390/entry-2253995-software-rasterizer-source-released-and-other-updates/</link>
		<category></category>
		<description><![CDATA[<span style='font-family: georgia,serif'><span style='font-size: 24px;'>A Modern Approach to Software Rasterization</span></span><br />
<br />
I have some potentially exciting news for any of you who are interested in software rasterization. I released the source code to my research project titled, "A Modern Approach to Software Rasterization." You can find the code...]]></description>
		<pubDate>Sat, 07 Jan 2012 15:31:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2253995-software-rasterizer-source-released-and-other-updates/</guid>
	</item>
	<item>
		<title>The Quest for a Great Engine Design</title>
		<link>http://www.gamedev.net/blog/1390/entry-2253994-the-quest-for-a-great-engine-design/</link>
		<category></category>
		<description><![CDATA[One big thing that I'm struggling with as a developer is wanting to do it right the first time. I'm such a perfectionist at writing code that sometimes I get so frustrated and lost trying to design a system that seems perfect. My brain isn't big enough to grasp all of the intimate details and relationships between components of the engine....]]></description>
		<pubDate>Thu, 05 Jan 2012 02:33:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2253994-the-quest-for-a-great-engine-design/</guid>
	</item>
	<item>
		<title>Abstraction in a Game Engine/Framework</title>
		<link>http://www.gamedev.net/blog/1390/entry-2253980-abstraction-in-a-game-engineframework/</link>
		<category></category>
		<description><![CDATA[If there's one thing that's dang hard, it's trying to find a decent balance between flexibility and simplicity when writing a good abstraction layer. I'm relatively new to DirectX 11, but so far it is a much nicer API to work with than previous versions of DirectX. It's so nice in fact, that I'm having a hard time finding ways to...]]></description>
		<pubDate>Tue, 03 Jan 2012 03:31:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2253980-abstraction-in-a-game-engineframework/</guid>
	</item>
	<item>
		<title>Designing a Game Engine is Hard</title>
		<link>http://www.gamedev.net/blog/1390/entry-2253975-designing-a-game-engine-is-hard/</link>
		<category></category>
		<description><![CDATA[There is something about designing a game engine that is both alluring and terrifying. My ten years of programming experience feels like nothing when I am faced with that challenge. Many times I've wondered why I feel so compelled to build one of these systems, considering that it is effectively reinventing the wheel the hundredth time. Why not just use...]]></description>
		<pubDate>Sun, 01 Jan 2012 17:03:00 +0000</pubDate>
		<guid>http://www.gamedev.net/blog/1390/entry-2253975-designing-a-game-engine-is-hard/</guid>
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