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	<title>Electronic Meteor</title>
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	<link>http://electronicmeteor.wordpress.com</link>
	<description>Experiences with XNA and game programming</description>
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		<title>Electronic Meteor</title>
		<link>http://electronicmeteor.wordpress.com</link>
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		<item>
		<title>Switching gears- time to make a game?</title>
		<link>http://electronicmeteor.wordpress.com/2012/01/29/switching-gears-how-about-a-game/</link>
		<comments>http://electronicmeteor.wordpress.com/2012/01/29/switching-gears-how-about-a-game/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 22:38:54 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game development]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=477</guid>
		<description><![CDATA[Several weeks have gone by without me updating this blog. To explain why, I haven&#8217;t put much work into my rendering engine so there wasn&#8217;t anything I considered significant enough to write a whole post about. There have been some changes to my SSAO code and I rolled back my shadow mapping code because I [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=477&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
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		<title>Applying SSAO to scenes</title>
		<link>http://electronicmeteor.wordpress.com/2011/12/26/applying-ssao-to-scenes/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/12/26/applying-ssao-to-scenes/#comments</comments>
		<pubDate>Mon, 26 Dec 2011 22:36:13 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[screen-space ambient occlusion]]></category>
		<category><![CDATA[ssao]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=425</guid>
		<description><![CDATA[This has been a topic of interest for such a long time for me, but I finally got screen-space ambient occlusion working in my engine. Click here to see it in action! As with most graphics rendering techniques, there are many ways to skin a cat, and SSAO is full of them. I have read [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=425&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/12/26/applying-ssao-to-scenes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
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			<media:title type="html">SSAO scene</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/12/ssao-raw.jpg" medium="image">
			<media:title type="html">SSAO render target only</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/12/ssao-compare1.jpg" medium="image">
			<media:title type="html">SSAO comparison</media:title>
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	</item>
		<item>
		<title>Parallel-split shadow maps</title>
		<link>http://electronicmeteor.wordpress.com/2011/12/06/parallel-split-shadow-maps/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/12/06/parallel-split-shadow-maps/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 20:13:28 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Code samples]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[PSSM]]></category>
		<category><![CDATA[shadow mapping]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=403</guid>
		<description><![CDATA[Parallel-split shadow maps are here. Had some struggles with getting it to work today and yesterday. It made the Directional Lighting class huge, but I will factor it out later. As with the previous shadow mapping scheme, it uses the depth data of the G-Buffer so no geometry is re-rendered for the shadow map projection [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=403&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/12/06/parallel-split-shadow-maps/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
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		<media:content url="http://img.youtube.com/vi/A5-e6ENQ2P8/2.jpg" medium="image" />

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/12/forwardfig.jpg" medium="image">
			<media:title type="html">Forward Shadowing</media:title>
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		<item>
		<title>Cutting down on garbage collection</title>
		<link>http://electronicmeteor.wordpress.com/2011/12/04/cutting-down-on-garbage-collection/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/12/04/cutting-down-on-garbage-collection/#comments</comments>
		<pubDate>Sun, 04 Dec 2011 08:46:43 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[garbage collection]]></category>
		<category><![CDATA[memory allocation]]></category>
		<category><![CDATA[XNA 4.0]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=363</guid>
		<description><![CDATA[Another big update for the Meteor Engine &#8211; now it does almost zero garbage creation at runtime. The only exceptions are getting the current mouse and keyboard input- these always allocate memory- but since these are PC-only inputs and the PC hardly hiccups with a single 1MB collection, these exceptions are a non-issue. I figured [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=363&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/12/04/cutting-down-on-garbage-collection/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
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		<item>
		<title>Project overhaul</title>
		<link>http://electronicmeteor.wordpress.com/2011/11/28/project-overhau/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/11/28/project-overhau/#comments</comments>
		<pubDate>Mon, 28 Nov 2011 20:48:27 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Game development]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[graphics engine]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[library]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=280</guid>
		<description><![CDATA[Well, I&#8217;ve gotten to the point where I&#8217;m satisfied enough with my engine to get some actual game coding done. There are still issues related to shadow rendering but those can be worked on alongside everything else. Right now I&#8217;m taking a look at everything from a top-down view and planning to trim down the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=280&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/11/28/project-overhau/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen2-1.jpg" medium="image">
			<media:title type="html">screen2-1</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen2-2.jpg" medium="image">
			<media:title type="html">screen2-2</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen2-3.jpg" medium="image">
			<media:title type="html">screen2-3</media:title>
		</media:content>
	</item>
		<item>
		<title>Deferred rendering with skyboxes</title>
		<link>http://electronicmeteor.wordpress.com/2011/11/24/deferred-rendering-with-skyboxe/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/11/24/deferred-rendering-with-skyboxe/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 08:12:37 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[deferred rendering]]></category>
		<category><![CDATA[light pre-pass]]></category>
		<category><![CDATA[skybox]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=306</guid>
		<description><![CDATA[There is one simple but important rendering feature that helps make any game world more immersive- skyboxes. I have planned to add it for a while, but for a deferred renderer the solution didn&#8217;t come to me immediately. You mainly deal with rendered scenes that later get &#8220;flattened&#8221; to textures projected onto the viewport, so [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=306&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/11/24/deferred-rendering-with-skyboxe/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen20-3.jpg" medium="image">
			<media:title type="html">skybox with light bloom</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen20-2.jpg" medium="image">
			<media:title type="html">top view</media:title>
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		<item>
		<title>Skinned animations and shadows now in place</title>
		<link>http://electronicmeteor.wordpress.com/2011/11/13/skinned-animations-and-shadows-in-place/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/11/13/skinned-animations-and-shadows-in-place/#comments</comments>
		<pubDate>Sun, 13 Nov 2011 06:25:20 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[meshes]]></category>
		<category><![CDATA[shadow mapping]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=252</guid>
		<description><![CDATA[The Meteor engine is starting to come into its own with two new important features. I have now intergrated skinned animations and shadows into the rendering. In comparison, adding some good looking directional shadows was fairly easy. There was just a lot of redundant drawing code to clean up and make it easier to adjust the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=252&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/11/13/skinned-animations-and-shadows-in-place/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen17-2.jpg" medium="image">
			<media:title type="html">screen17-2</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/screen17-1.jpg" medium="image">
			<media:title type="html">screen17-1</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/shadow-dude.jpg?w=192" medium="image">
			<media:title type="html">shadow-dude</media:title>
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		<item>
		<title>XNA 4.0 variance shadow mapping</title>
		<link>http://electronicmeteor.wordpress.com/2011/11/06/xna-4-0-variance-shadow-mapping-sample/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/11/06/xna-4-0-variance-shadow-mapping-sample/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 05:22:36 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Code samples]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[variance shadow mapping]]></category>
		<category><![CDATA[variance shadows]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=241</guid>
		<description><![CDATA[I&#8217;ve just updated and refined another code sample from XNA Community, from XNA version 3.1 to 4.0. This one is on variance shadow mapping, which is basically a way to get shadow maps that are filterable- that is, you can apply any kind of texture filter onto the shadow mapping image to give it a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=241&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/11/06/xna-4-0-variance-shadow-mapping-sample/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/11/softshadow-2011-11-04-00-14.jpg" medium="image">
			<media:title type="html">Variance Shadow Mapping</media:title>
		</media:content>
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		<item>
		<title>Depth of field, revisited!</title>
		<link>http://electronicmeteor.wordpress.com/2011/11/01/depth-of-field-revisited/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/11/01/depth-of-field-revisited/#comments</comments>
		<pubDate>Tue, 01 Nov 2011 12:26:58 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=133</guid>
		<description><![CDATA[Note: This is an older post updated with a lot of new information. Some source code snippets are coming soon. I took a short break from my rendering project, for trying to keep my other coding skills in shape by trying to finish a simple game in a day or two. More on that to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=133&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/11/01/depth-of-field-revisited/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

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			<media:title type="html">screen15-2</media:title>
		</media:content>

		<media:content url="http://electronicmeteor.files.wordpress.com/2011/10/screen15-4.jpg" medium="image">
			<media:title type="html">screen15-4</media:title>
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		<media:content url="http://electronicmeteor.files.wordpress.com/2011/10/screen15-3.jpg" medium="image">
			<media:title type="html">screen15-3</media:title>
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		<title>Bounding boxes for your meshes</title>
		<link>http://electronicmeteor.wordpress.com/2011/10/25/bounding-boxes-for-your-model-meshes/</link>
		<comments>http://electronicmeteor.wordpress.com/2011/10/25/bounding-boxes-for-your-model-meshes/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 01:10:42 +0000</pubDate>
		<dc:creator>Chris</dc:creator>
				<category><![CDATA[Code samples]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[bounding box]]></category>
		<category><![CDATA[BoundingBox]]></category>
		<category><![CDATA[meshes]]></category>

		<guid isPermaLink="false">http://electronicmeteor.wordpress.com/?p=158</guid>
		<description><![CDATA[While making progress with my rendering engine, one of my goals for this week is to finally implement some kind of frustum culling for the meshes. I could have taken the easier route by only using the pre-built bounding spheres with every 3D model loaded in an XNA program, but I wanted to get tighter-fitting [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=electronicmeteor.wordpress.com&amp;blog=27492932&amp;post=158&amp;subd=electronicmeteor&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://electronicmeteor.wordpress.com/2011/10/25/bounding-boxes-for-your-model-meshes/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	
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			<media:title type="html">JustChris</media:title>
		</media:content>

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			<media:title type="html">Mesh bounding boxes</media:title>
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