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	<title>Meds' Games</title>
	<link>http://medsgames.com</link>
	<description>Code samples, demos and all</description>
	<lastBuildDate>Fri, 02 Jul 2010 18:23:44 +0000</lastBuildDate>
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	<item>
		<title>Instance That Geometry!</title>
		<description><![CDATA[Traditionally geometry instancing has been a rather tame concept: Load a model once into memory, render it multiple times in a single frame with different translations.
The idea of geometry instancing is to speed up the rendering of large amounts of similarly structured triangles. The weather renderer in my game engine uses instancing to display lots [...]]]></description>
		<link>http://medsgames.com/?p=217</link>
			</item>
	<item>
		<title>The Building Blocks of Deferred Rendering</title>
		<description><![CDATA[The engine I am developing for my games uses deferred rendering so I&#8217;m posting about the basics of a deferred renderer which is actually a lot more straight forward than many people think.
A deferred renderer is basically a method for rendering graphics where the effects are not applied to the scene during the stage in [...]]]></description>
		<link>http://medsgames.com/?p=204</link>
			</item>
	<item>
		<title>Implementing Variable Depth of Field</title>
		<description><![CDATA[Depth of field is one of the cooler things we see in games and like bloom if abused is noticed in a bad way but if used properly is not noticed in a good way. It&#8217;s one of those things you don&#8217;t want the gamer to notice too much of because if they do it [...]]]></description>
		<link>http://medsgames.com/?p=191</link>
			</item>
	<item>
		<title>Why You Should Use OpenGL and Not DirectX &#8211; a rebuttal</title>
		<description><![CDATA[I have a lot of respect for the folks at Wolfire, they&#8217;re working on what looks to be quite a cool game with some innovative concepts and their regular blog updates detailing the various element of their engine is always inciteful and interesting.
However a post by David titled &#8216;Why you should use OpenGL and not [...]]]></description>
		<link>http://medsgames.com/?p=168</link>
			</item>
	<item>
		<title>How to Solve the Browser Wars</title>
		<description><![CDATA[The best way to solve the browser wars..
[See post to watch Flash video]
The video was taken from the Silverlight 3 Presentation at Mix 09 and as was promised the code was released.
Thanks to adolfojp from Reddit for the links =)
]]></description>
		<link>http://medsgames.com/?p=147</link>
			</item>
	<item>
		<title>C# Like Switch Statements in C++</title>
		<description><![CDATA[The C++ Switch statement doesn&#8217;t actually work on strings, for example the following code would generate a compiler error (VC++ C2450):

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std::string s = &#34;bleh&#34;;
&#160;
switch&#40; s &#41;
&#123;
case &#34;dude&#34;:
	&#40;...&#41;;
	break;
case &#34;hello&#34;:
	&#40;...&#41;;
	break;
case: &#34;bleh&#34;:
	&#40;...&#41;;
	break;
&#125;

Well I say, that&#8217;s a bit of a sticky wicket. So why not just resort to an if/then/else stream? Because I wanted to use the switch statement [...]]]></description>
		<link>http://medsgames.com/?p=116</link>
			</item>
	<item>
		<title>Writing a Physics Shell</title>
		<description><![CDATA[
Having used PhysX for so long I wanted to spread my wings and take a look at the littler physics engines out there. But why stop at one physics engine? Why not a whole bunch of them? Wouldn&#8217;t it be awesome to have a set of classes setup which abstractificate the various elements of a [...]]]></description>
		<link>http://medsgames.com/?p=105</link>
			</item>
	<item>
		<title>A PhysX Matrix class for the DirectX programmer</title>
		<description><![CDATA[I wrote the matrix class a while ago, it really simplifies a lot of the generic coding you&#8217;d have to otherwise do to convert the matrix classes between PhysX and DirectX.
The basic idea is to inherit from the PhysX matrix/vector classes (NxMat34/NxVec3) and add a few constructors and overloaded operators to make it play nice [...]]]></description>
		<link>http://medsgames.com/?p=86</link>
			</item>
	<item>
		<title>First Upload &#8211; EmPhysXUtil</title>
		<description><![CDATA[Just uploaded a DirectX/PhysX library, currently the best feature it has is a function which takes in an ID3DXMesh* pointer and converts it into an NxActor. Be sure to contact and tell me if you find any bugs or flaws in the code or just have suggestions.
Get it here.
]]></description>
		<link>http://medsgames.com/?p=1</link>
			</item>
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