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	<title>optic rust</title>
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	<link>http://blog.optic-rust.net</link>
	<description>XNA development tutorials archive and resource !</description>
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		<title>Nick Gravelyns Tile Engine Tutorials</title>
		<link>http://blog.optic-rust.net/archives/nick-gravelyns-tile-engine-tutorials/</link>
		<comments>http://blog.optic-rust.net/archives/nick-gravelyns-tile-engine-tutorials/#comments</comments>
		<pubDate>Sun, 14 Feb 2010 00:11:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Nick Gravelyn]]></category>
		<category><![CDATA[TBG]]></category>
		<category><![CDATA[Tile Engine Tutorials]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blog.optic-rust.net/?p=36</guid>
		<description><![CDATA[Nick Gravelyn has uploaded his Tile Engine tutorials to YouTube as a playlist (in his own words: A bunch of older video tutorials I did for creating a tile engine using XNA Game Studio.) to YouTube.

The playlist can be found here.
]]></description>
			<content:encoded><![CDATA[<p><a title="Nick Gravelyns Website" href="http://nickgravelyn.com/" target="_blank">Nick Gravelyn</a> has uploaded his Tile Engine <a title="Nicks Tile Engine Tutorials" href="http://nickgravelyn.com/downloads/#tileengine">tutorials</a> to YouTube as a playlist (in his own words: A bunch of older video tutorials I did for creating a tile engine using XNA Game Studio.) to YouTube.</p>
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<p>The playlist can be found <a title="Nicks YouTube Playlist" href="http://www.youtube.com/view_play_list?p=0A865073DA96A7DA" target="_blank">here</a>.</p>
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		<title>Crash Course in HLSL</title>
		<link>http://blog.optic-rust.net/archives/crash-course-in-hlsl/</link>
		<comments>http://blog.optic-rust.net/archives/crash-course-in-hlsl/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 14:43:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Effects and HLSL]]></category>
		<category><![CDATA[Catalin Zima]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blog.optic-rust.net/?p=27</guid>
		<description><![CDATA[What does HLSL stand for? Why was it created? How does an HLSL effect file look like? What can you do with HLSL? Catalin Zima answers these questions and more in a brilliant article introducing HLSL over at her site. Check it out here
]]></description>
			<content:encoded><![CDATA[<p>What does HLSL stand for? Why was it created? How does an HLSL effect file look like? What can you do with HLSL? Catalin Zima answers these questions and more in a brilliant article introducing HLSL over at her site. Check it out <a title="Catalin Zima: Crash Course in HLSL" href="http://www.catalinzima.com/?page_id=575">here</a></p>
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		<title>Grid Based Isometric Render Tutorial</title>
		<link>http://blog.optic-rust.net/archives/grid-based-isometric-render-tutorial/</link>
		<comments>http://blog.optic-rust.net/archives/grid-based-isometric-render-tutorial/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 14:14:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Isometric]]></category>
		<category><![CDATA[Sgt. Conker]]></category>
		<category><![CDATA[TBG]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blog.optic-rust.net/?p=22</guid>
		<description><![CDATA[Yet another great Article over at Sgt. Conker, this time by Martin Actor. Detailing the development of an Isometric grid based environment. This one has some relevance to the ORE engine so its a personal eye keeper oner as so to speak. For a greater insight, check out the following:
A lot of people have asked [...]]]></description>
			<content:encoded><![CDATA[<p>Yet another great Article over at <a title="Sgt. Conker: A Great XNA Resource " href="http://sgtconker.com">Sgt. Conker</a>, this time by Martin Actor. Detailing the development of an Isometric grid based environment. This one has some relevance to the ORE engine so its a personal eye keeper oner as so to speak. For a greater insight, check out the following:</p>
<blockquote><p>A lot of people have asked about isometric rendering, with specific attention to sorting so that things overlap properly. This tutorial will show you a method that is both fast and accurate. The approach is specifically engineered for isometric view, grid-based games. It is not well-suited to adaptation to non-grid-based movement or gameplay. With that in mind, let&#8217;s cover a few core concepts</p></blockquote>
<p>Check it out <a title="Sgt. Conker: Grid Based Isometric Render Tutorial" href="http://www.sgtconker.com/2010/01/article-grid-based-isometric-renderer-tutorial/">here</a>.</p>
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		<title>Lens Flare Occlusion using Texture Masking and XNA</title>
		<link>http://blog.optic-rust.net/archives/lens-flare-occlusion-using-texture-masking-and-xna/</link>
		<comments>http://blog.optic-rust.net/archives/lens-flare-occlusion-using-texture-masking-and-xna/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 13:58:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Effects and HLSL]]></category>
		<category><![CDATA[Lense Flare]]></category>
		<category><![CDATA[Occlusion]]></category>
		<category><![CDATA[Sgt. Conker]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://blog.optic-rust.net/?p=17</guid>
		<description><![CDATA[Dave Charlile has posted a great new article over at SGT. CONKER detailing the implementation of a lens flares that cater for obstruction. For a better worded explanation check out the following:
One thing every planet generator needs is a nice bright sun and ubiquitous lens  flares. While the concept of lens flares is fairly [...]]]></description>
			<content:encoded><![CDATA[<p>Dave Charlile has posted a great new article over at <a title="sgt. conker - great xna resource" href="http://sgt.conker.com">SGT. CONKER</a> detailing the implementation of a lens flares that cater for obstruction. For a better worded explanation check out the following:</p>
<blockquote><p>One thing every planet generator needs is a nice bright sun and ubiquitous lens  flares. While the concept of lens flares is fairly simple, one thing that isn’t  quite so simple is how to deal with occluding geometry. For example, if you’re  walking around in your world and a hill or mountain comes between you and the  sun the lens flares and glowing effects need to be reduced or eliminated  depending on how much the light source is occluded by the intervening geometry.</p></blockquote>
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		<title>Hello world!</title>
		<link>http://blog.optic-rust.net/archives/hello-world/</link>
		<comments>http://blog.optic-rust.net/archives/hello-world/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 15:30:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[The Optic Rust Engine]]></category>
		<category><![CDATA[Optic Rust Engine]]></category>
		<category><![CDATA[ORE]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://optic-rust.net/blog/?p=1</guid>
		<description><![CDATA[Well tomorrow is the beginning of a new year and what better way to celebrate than with a new website. OpticRust aims to be a one stop location for keeping track of all the great XNA development out there.
Additionally this site will also feature the on going development of the Optic Rust Engine (ORE). With this [...]]]></description>
			<content:encoded><![CDATA[<p>Well tomorrow is the beginning of a new year and what better way to celebrate than with a new website. OpticRust aims to be a one stop location for keeping track of all the great XNA development out there.</p>
<p>Additionally this site will also feature the on going development of the Optic Rust Engine (ORE). With this in mind I aim to publish a few articles detailing ORE implementation so that you too can create an equivalent engine if you wish.</p>
<p>For more information on ORE and its creator check out the about page.</p>
]]></content:encoded>
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