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	<title>Code for Food</title>
	<link>http://blog.dev-scene.com/octobinz</link>
	<description>C++ eater</description>
	<pubDate>Thu, 07 Dec 2006 19:42:20 +0000</pubDate>
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		<title>Engine coding and head hurts</title>
		<link>http://blog.dev-scene.com/octobinz/2006/12/07/engine-coding-and-head-hurts/</link>
		<comments>http://blog.dev-scene.com/octobinz/2006/12/07/engine-coding-and-head-hurts/#comments</comments>
		<pubDate>Thu, 07 Dec 2006 19:42:20 +0000</pubDate>
		<dc:creator>octobinz</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.dev-scene.com/octobinz/2006/12/07/engine-coding-and-head-hurts/</guid>
		<description><![CDATA[As an official insomniac, i work on the engine during night (and sometimes during lunch time).
Edemptia net protocol is almost done. Compressed and optimized structures allow client to know where other players are and wich GFX to load/unload (this part is quite well optimized btw). Every X msec, engine ask server some king of sprite [...]]]></description>
			<content:encoded><![CDATA[<p>As an official insomniac, i work on the engine during night (and sometimes during lunch time).</p>
<p>Edemptia net protocol is almost done. Compressed and optimized structures allow client to know where other players are and wich GFX to load/unload (this part is quite well optimized btw). Every X msec, engine ask server some king of sprite list containing position, animation index in internal animation system, orientation&amp;direction according to current position in current map (all players are registered when entering a map and unregistered when leaving). After decompressing and decoding this info (they are pushed in some kind of stack to trace code) here are the engine steps :</p>
<p>- Check actully loaded GFX and compare to needed ones.</p>
<p>- Unload and load GFX according to previous animations and what server told me (&#8221;Who can i see ?&#8221;).</p>
<p>- Update sprites positions according to positions stack data and prefetch next data according to prediction.</p>
<p>- Flush data</p>
<p>- Empty stack</p>
<p>Ths is the &#8220;big idea&#8221; of the graphic code for sprites moves.</p>
<p>Now, this doesn&#8217;t works. I still have many things to code and to monitor/test. But this project is going to raise, slowly but it will.</p>
<p>BTW, i still looking for a main artist. The one who sent me pictures draws like a 5 years old.</p>
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		<title>GUI Management</title>
		<link>http://blog.dev-scene.com/octobinz/2006/11/24/gui-management/</link>
		<comments>http://blog.dev-scene.com/octobinz/2006/11/24/gui-management/#comments</comments>
		<pubDate>Fri, 24 Nov 2006 14:22:10 +0000</pubDate>
		<dc:creator>octobinz</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.dev-scene.com/octobinz/2006/11/24/gui-management/</guid>
		<description><![CDATA[Here is the deal:
I need to code strong tools and classes to continue to bring MMO idea to life.
]]></description>
			<content:encoded><![CDATA[<p>Here is the deal:</p>
<p>I need to code strong tools and classes to continue to bring MMO idea to life.</p>
<p> <a href="http://blog.dev-scene.com/octobinz/2006/11/24/gui-management/#more-5" class="more-link">(more&#8230;)</a></p>
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