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	<title>Against the Grain - Game Development</title>
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	<link>http://obviam.net</link>
	<description>Sharing game making with the masses</description>
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		<title>Getting Started in Android Game Development with libgdx &#8211; Create a Working Prototype in a Day &#8211; Tutorial Part 1</title>
		<link>http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1</link>
		<comments>http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 19:53:39 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Gameloop]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Sound]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[libgdx]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=847</guid>
		<description><![CDATA[In this article I will take a detour from the building blocks of a game engine and components and I will demonstrate how to prototype a game quickly using the libgdx library. What you will learn: Create a very simple 2D shooter platformer game. What a complete game architecture looks like. How to use 2D [...]]]></description>
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		<slash:comments>42</slash:comments>
		</item>
		<item>
		<title>Building Games Using the MVC Pattern &#8211; Tutorial and Introduction</title>
		<link>http://obviam.net/index.php/the-mvc-pattern-tutorial-building-games/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=the-mvc-pattern-tutorial-building-games</link>
		<comments>http://obviam.net/index.php/the-mvc-pattern-tutorial-building-games/#comments</comments>
		<pubDate>Sun, 05 Feb 2012 15:41:09 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Java]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=914</guid>
		<description><![CDATA[One useful architecture pattern in game development is the MVC (model-view-controller) pattern. 
It helps separate the input logic, the game logic and the UI (rendering). The usefulness is quickly noticeable in the early stages of any game development project because it allows to change things quickly without too much rework of code in all layers of the application.

This tutorial introduces the MVC pattern for game developers.]]></description>
		<wfw:commentRss>http://obviam.net/index.php/the-mvc-pattern-tutorial-building-games/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Introduction to 3D Programming with Android &#8211; Perspective Projections</title>
		<link>http://obviam.net/index.php/3d-programming-with-android-projections-perspective/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=3d-programming-with-android-projections-perspective</link>
		<comments>http://obviam.net/index.php/3d-programming-with-android-projections-perspective/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 17:04:56 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=868</guid>
		<description><![CDATA[Adding depth to our games, then we have to get ready to go 3D. 3D is not complicated at all and rendering 3D graphics is quite easy using OpenGL ES. I will break the concepts down to the basics. In a 3D game, as in the real world, everything happens in space. If we were [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/3d-programming-with-android-projections-perspective/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Design In-game Entities. Object Composition Strategies. Part 2 &#8211; The State Pattern</title>
		<link>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-2-the-state-pattern/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=design-in-game-entities-object-composition-strategies-part-2-the-state-pattern</link>
		<comments>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-2-the-state-pattern/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 18:30:37 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Java]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=775</guid>
		<description><![CDATA[In this part I will try to explain how to design easily extensible and maintainable game elements that control their own internal state and behaviours. An internal state is best described as being the soul and mind of the entity. In the first part I described why composition is better than inheritance. In a nutshell [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-2-the-state-pattern/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Texture Mapping &#8211; OpenGL Android (Displaying Images using OpenGL and Squares)</title>
		<link>http://obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=texture-mapping-opengl-android-displaying-images-using-opengl-and-squares</link>
		<comments>http://obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 18:45:51 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=709</guid>
		<description><![CDATA[In the previous two articles (article 1 and article 2) I have tried to introduce OpenGL ES on android. Now let&#8217;s take it further and build on them. In this article we will create a billboard (which is a square) and we will apply a texture onto it. A texture is nothing more than a [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/feed/</wfw:commentRss>
		<slash:comments>52</slash:comments>
		</item>
		<item>
		<title>OpenGL ES Android &#8211; Displaying Graphical Elements (Primitives)</title>
		<link>http://obviam.net/index.php/opengl-es-android-displaying-graphical-elements-primitives/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=opengl-es-android-displaying-graphical-elements-primitives</link>
		<comments>http://obviam.net/index.php/opengl-es-android-displaying-graphical-elements-primitives/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 02:50:50 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=671</guid>
		<description><![CDATA[This is part 2 of the android OpenGL ES series. In the previous article we looked at how to set up the android project to use the provided OpenGL view with our renderer. You can use the project from that article as a template for this. Before we start displaying things, we must know a [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/opengl-es-android-displaying-graphical-elements-primitives/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>OpenGL ES with Android Tutorial- Switching from Canvas to OpenGL</title>
		<link>http://obviam.net/index.php/opengl-es-with-android-switching-from-canvas-to-opengl/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=opengl-es-with-android-switching-from-canvas-to-opengl</link>
		<comments>http://obviam.net/index.php/opengl-es-with-android-switching-from-canvas-to-opengl/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 02:49:36 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=645</guid>
		<description><![CDATA[It is about time we delve into the graphical capabilities of the Android platform. Android supports the OpenGL ES API. Needless to say that offloading graphics handling to a dedicated GPU is way more optimal than doing it in the CPU. Most android devices have such a dedicated GPU. OpenGL is an API for writing [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/opengl-es-with-android-switching-from-canvas-to-opengl/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Using Bitmap Fonts in Android</title>
		<link>http://obviam.net/index.php/using-bitmap-fonts-in-android/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=using-bitmap-fonts-in-android</link>
		<comments>http://obviam.net/index.php/using-bitmap-fonts-in-android/#comments</comments>
		<pubDate>Fri, 07 Jan 2011 17:08:28 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[fonts]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=607</guid>
		<description><![CDATA[Android is an OS running on many types of devices with different screen sizes. Because of that it is pretty difficult to address font related issues regarding both size and appearance on these platforms. To use a consistent font face across devices I have used bitmap fonts. That is, each character is represented by a [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/using-bitmap-fonts-in-android/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Design In-game Entities. Object Composition Strategies. Part 1 &#8211; The Strategy Pattern</title>
		<link>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-1/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=design-in-game-entities-object-composition-strategies-part-1</link>
		<comments>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-1/#comments</comments>
		<pubDate>Mon, 20 Dec 2010 01:04:57 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Strategy Pattern]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=509</guid>
		<description><![CDATA[In this part I will try to explain what I understand on good game design elements. I will use droids in the examples and I will script a basic fight simulator to see how they behave. The problem: I command a single robot and I want to obliterate my enemies. To face the same type [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-1/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Particle Explosion with Android</title>
		<link>http://obviam.net/index.php/particle-explosion-with-android/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=particle-explosion-with-android</link>
		<comments>http://obviam.net/index.php/particle-explosion-with-android/#comments</comments>
		<pubDate>Tue, 16 Nov 2010 17:46:37 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[2D]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Effects]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[particles]]></category>

		<guid isPermaLink="false">http://obviam.net/?p=461</guid>
		<description><![CDATA[Ever wondered how explosions are created? Let&#8217;s take a little detour and try to implement a basic particle explosion. An explosion is nothing more than a bunch of particles (be them pixels, small shapes or images) scattered across the screen, originating from a single point. Not all the time but mostly and for the sake [...]]]></description>
		<wfw:commentRss>http://obviam.net/index.php/particle-explosion-with-android/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
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