<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" version="2.0"><channel><title>Rawr Articles - Brought to you by JoeUser</title><link>http://mittens.joeuser.com/rss/articles</link><copyright>© 2006 - 2008 Stardock Corporation. All rights reserved.</copyright><description>Trent Polack's site for cats, games, game development, and undeniably powerful sociological insight all with a healthy dose of narcissism.</description><language>en-us</language><pubDate>2008-09-05T23:52:13</pubDate><lastBuildDate>2008-09-05T23:52:13</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0, Andrew Powell</generator><managingEditor>info@stardock.com</managingEditor><webMaster>apowell@stardock.com</webMaster><item><author>mittens</author><comments>http://mittens.joeuser.com/article/316620</comments><description><![CDATA[YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES ...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/316620</guid><link>http://mittens.joeuser.com/article/316620</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Diablo 3</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/316134</comments><description><![CDATA[<p>In lieu of actually doing any development tonight I, instead, chose to write <a href="/article/316118/Grid">a gaming article</a> (still no Metal Gear Story; I'm still thinking about that) and then a particularly-lengthy <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=498933">GameDev.net Daily</a>. Now, since I've given up hope of getting work done tonight and have accepted the idea that Battlefield: Bad Company will dominate my nights for the next few days, I'll write about what I'm actually working on for the moment.</p>
<p>I've never worked on a project that had any sort of physics simulation occurring within it before; when I found out that Havok <a href="http://tryhavok.intel.com/">released their SDK</a> that could be used by hobbyists and by any commercial product that retailed for less than $10, though, I retreated from my previous stay at Hotel XNA and back into C/C++ Direct3D9 Land. I didn't want to spend months writing a framework and a rendering engine, though, since I'm currently in the kind of mood where I want to put out a game every two-three months -- a timespan which is variable based on game release dates, occasional social interests and obligations, and work schedules. It is a direct result of this mindset which led me to using <a href="http://www.ogre3d.org/">OGRE</a>. I spent a few days configuring my project, the engine (and all of the modules for it which I planned on using), and Havok in Visual Studio and then got about implementing a basic Havok simulation and rendering aesthetic worked out.</p>
<p>&nbsp;</p>
<p><a href="http://www.polycat.net/g/v/devgallery/bipolar/slightlylessuglyscene.png.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/20977-2/slightlylessuglyscene.png" alt="" /></a> <a href="http://www.polycat.net/g/v/devgallery/bipolar/fourdirectionallights_equals_yuck.png.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/20980-2/fourdirectionallights_equals_yuck.png" alt="" /></a> <a href="http://www.polycat.net/g/v/devgallery/bipolar/hdr_multiplehavokobjects_test.png.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/20986-2/hdr_multiplehavokobjects_test.png" alt="" /></a></p>
]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/316134</guid><link>http://mittens.joeuser.com/article/316134</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Cubegasm's First Dev Journal Entry</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/316118</comments><description><![CDATA[<p>I know Grid isn't the greatest arcade racing game ever but, goddamn, I love it so much. It has the perfect blend of a career mode where I can make money, buy cars, hire teammates and then merges that with a with a more arcade-like set of racing mechanics. The game has a great sense of speed and an absurdly good damage model that makes events like the Demolition Derby -- an event I haven't played since <a href="http://www.gamespot.com/ps/driving/destructionderby/index.html?tag=tabs;summary">Destruction Derby</a> for the Playstation -- an absolute blast to play. One of the game's bullet points is an instant replay system which allows players a number of attempts to go back in time in the game (a la Prince of Persia: Sands of Time) and undo whatever mistake was made the first try; this is a mechanic that, at first, I was annoyed by due to the unnecessary menu-work that was required to use the feature but, after some time with the game, it's a fantastic addition to avoid the video game racing gamer's urge to restart a rice a few dozen times to perfect a given event.</p>
<p><a href="http://www.polycat.net/g/v/games/grid/grid_01.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21093-2/grid_01.jpg" alt="" /></a> <a href="http://www.polycat.net/g/v/games/grid/grid_03.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21100-2/grid_03.jpg" alt="" /></a> <a href="http://www.polycat.net/g/v/games/grid/grid_04.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21103-2/grid_04.jpg" alt="" /></a></p>
]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/316118</guid><link>http://mittens.joeuser.com/article/316118</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Grid</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/315709</comments><description><![CDATA[<p>As Intellisponse recently discovered: it's not a very intelligent maneuver to, as a marketing research firm with clients like Microsoft and Activision, leave the company's data backend in a state that can be easily accessed by the public. When such a thing occurs, and this is just an example, the gaming press may get their hands on <a href="http://www.shacknews.com/onearticle.x/53163">a great deal of unannounced information</a>. So far gamers have discovered that the Xbox 360 has a Wii-like avatar system forthcoming, a third Forza game is in the works (yay yay yay), and that some company called <a href="http://www.shacknews.com/onearticle.x/53150">Trioxide</a> wants to do something where people could play console games on their PCs. That doesn't sound like a lawsuit waiting to happen <em>at all</em>. Anyway, thanks for the information Intellisponse and I hope you can still get clients in the future.</p>
<p>In the wake of Tomonobu Itagaki's <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=498160">resignation from his directorial position at Team Ninja</a> it has now been revealed that <em>every Tecmo employee</em> is <a href="http://www.shacknews.com/onearticle.x/53176">suing Tecmo</a>. Tecmo instituted an illegal "flexible hours" scheme that allowed the company to avoid paying their employees overtime; the company was ignoring over one hundred overtime hours worked by its employees every month and falsified documented to cover the whole <em>thing</em> up. The filing was handled by two Tecmo employees (one of which was the head of Tecmo's Labor Division, Hiroaki Ozawa) and asks for 8.3 million yen ($77,000 USD) per employee as compensation. Basically, Tecmo has been a bad, bad company.</p>
<p>&nbsp;</p>
<p><a href="http://polycat.net/g/v/games/ninjagaiden2/ninjagaiden2_03.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://polycat.net/g/d/21053-2/ninjagaiden2_03.jpg" alt="" /></a> <a href="http://polycat.net/g/v/games/ninjagaiden2/ninjagaiden2_04.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://polycat.net/g/d/21056-2/ninjagaiden2_04.jpg" alt="" /></a> <a href="http://polycat.net/g/v/games/ninjagaiden2/ninjagaiden2_05.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://polycat.net/g/d/21059-2/ninjagaiden2_05.jpg" alt="" /></a></p>
<p>&nbsp;]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/315709</guid><link>http://mittens.joeuser.com/article/315709</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Game Industry Happenings (6/16-6/20)</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/315671</comments><description><![CDATA[<p>Over the course of the last week I was able to play the final chapter in a franchise which I first played as a rental on my NES way back when I was a munchkin; Metal Gear was a thoroughly confusing game for the four-year-old me. I very much doubt that I made it much past the first few areas as I was not a patient child. I may or may not have played Metal Gear 2. I did, however, play the <em>hell</em> out of Metal Gear Solid for myPlaystation back in 1998. I played it through about four or five times, got Snake's tuxedo on New Year's Eve 1998, and have very fond memories of Psycho Mantis and Meryl and the boss fight with Revolver Ocelot. I would be hard-pressed to think of a franchise which, to this day, I remain so positively nostalgic about aside from Metal Gear Solid (and Final Fantasy VII and Resident Evil). So, now that I've completed my first play-through of Metal Gear Solid 4: Guns of the Patriots, I want to write about the two <em>halves</em> of this game: the gameplay and the story.</p>
<p>&nbsp;</p>
<p><a href="http://www.polycat.net/g/v/games/metalgearsolid4/metalgearsolid4_01.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21026-2/metalgearsolid4_01.jpg" alt="" /></a> <a href="http://www.polycat.net/g/v/games/metalgearsolid4/metalgearsolid4_02.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21030-2/metalgearsolid4_02.jpg" alt="" /></a> <a href="http://www.polycat.net/g/v/games/metalgearsolid4/metalgearsolid4_03.jpg.html?g2_imageViewsIndex=1"><img onload="if(Sd.ImageResizer) Sd.ImageResizer.createOn(this);" src="http://www.polycat.net/g/d/21033-2/metalgearsolid4_03.jpg" alt="" /></a>]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/315671</guid><link>http://mittens.joeuser.com/article/315671</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Metal Gear Gameplay</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/315619</comments><description><![CDATA[As more and more developers and publishers realize the benefits of distributing their products online, more types of digital distribution applications have been created to benefit the cause. At this point in time gamers have their choice of applications like Impulse (a rebranded and revamped Stardock Central), Steam, Gametap, and EA Downloader (which is now simply the EA Store) and then digital distribution websites like Direct2Drive, Greenhouse, and GamersGate.<br/><br/>Among gamers, though, the most...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/315619</guid><link>http://mittens.joeuser.com/article/315619</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>A Digitally-Distributed World</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/312443</comments><description><![CDATA[878,598 dollars earned (of which $376,945 was spent), 860 killed by one of my 161 cars stolen or ventilated by a number of my 16,367 bullets fired, 94 missions completed, and 28 hours and 34 minutes later I have completed Grand Theft Auto 4, a game sitting at a solid 98% overall score on Metacritic three weeks after its release. It's a game that cost $100 million to make and a game which grossed $500 million in its first week. The question that no one is asking at this point in time since it's b...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/312443</guid><link>http://mittens.joeuser.com/article/312443</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Grand Theft Auto 4</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/309930</comments><description><![CDATA[For this update, my role in Asplode! was absolutely minimal. While I'm in the middle of a mild crunch for The Political Machine 2008 and then away at Rochester, New York for a Paramore concert, Josh was working asininely hard on version 1.2 of Asplode!. As started, my role in this update was purely peripheral as, in my spare time, I've been working on the start for Bipolar and taking some of Josh's code for his game and turning it into a more generic library that both of us can use in our curren...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/309930</guid><link>http://mittens.joeuser.com/article/309930</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Asplode! v1.2 Release</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/309090</comments><description><![CDATA[Yeah, so, I'm releasing Asplode! now and such. And, along with the game, comes all of the source to the game.<br/><br/> I originally wasn't planning on releasing the source but as development winded down and I started to play the game for longer sessions I soon realized that the game became virtually unplayable on my machine after about seven-eight minutes. I thought this may have been a result of poorly-managed graphical assets so I took a couple days to optimize them (and, as a result, the VectorMod...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/309090</guid><link>http://mittens.joeuser.com/article/309090</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>An Asplosion! of a Release</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/308576</comments><description><![CDATA[<p>I've been playing a very time-intensive game of musical chairs with various three-dee engines over the course of the last two-and-a-half weeks in an attempt to find the one that would be best suited to my particular development style and the kind of game I want to create. And I can safely say that, tonight, I have reached the ultimate solution. That's right, after toying around with things like <a href="http://www.garagegames.com/products/torque/x/">TorqueX</a>, <a href="http://www.garagegames.com/products/torque/tgea/">Torque Game Engine Advanced</a>, <a href="http://www.ogre3d.org/">OGRE</a>, <a href="http://irrlicht.sourceforge.net/">Irrlicht</a>, <a href="http://flohofwoe.blogspot.com/2008/02/nebula3-februar-2008-sdk.html">Nebula3</a>, and, finally, <a href="http://www.powerrender.com/2008/index.shtml">PowerRender</a>. The latter two of the list appeared to have the most potential, with PowerRender being the closest thing to what I was looking for, but the most recent iteration of the engine is still under heavy development and, what was the most troublesome, seems to be getting <em>very</em> infrequent updates. So, after all of the wasted time, I decided that I was going to dig out my old C++/D3D9/D3D10 framework and just rip out the D3D9 parts for use in a new framework which I could use in the future.<br /><br />I got exactly an hour-and-a-half of work done on that last night before I realized that it felt <em>way</em> too much like the kind of engine work I do at my job every weekday. So now, and <em>for realsies</em>, I'm back with XNA. I'll be releasing <em>Asplode!</em> this weekend in its terribly-performing state (and open source) and, hopefully, everything I learned in the development of that will help me create a far more useful toolset this time around as far as memory management is concerned. The most important lesson I have with me that I learned from <em>Asplode!</em> is that the most important thing about memory within a managed environment isn't necessarily the allocation of memory so much as it is the <em>deleting</em> of it. Apparently the garbage collector is a wicked beast that must be appeased in order to maintain stable gameplay performance. I don't know. I'm still getting the hang of the intricacies of C#. When I was working on <em>Asplode!</em> -- and this will be readily apparent in the source if people <em>peruse</em> it -- I didn't know anything about C#. I simply coded as if I would code a game using C++ and, when code didn't compile, I read up on why the error occurred and what I needed to do/learn in order to fix it. Hopefully, this time around, I'm a bit more well-prepared. It also helps that <a href="http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=339903">Drilian</a> and I are teaming up for some of the more game-independent stuff.]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/308576</guid><link>http://mittens.joeuser.com/article/308576</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Chronicles of Cloud (and Bipolar)</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/307016</comments><description><![CDATA[Last weekend as a result of being hungover after my first time drinking in over a year and waking up on a couch in the apartment of a gay nineteen-year-old friend of my friend's and the first thing I saw being a Hannah Montana poster on the ceiling above the couch where I was sleeping I bought a license to TorqueX Pro. I've used other GarageGames products in the past for various experiments and random fun, but I've never used one to make a full game. I thought I'd use TorqueX for my new game ide...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/307016</guid><link>http://mittens.joeuser.com/article/307016</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>On the Use of TorqueX</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/306283</comments><description><![CDATA[After a few days of Nick's endless campaigning, I finally signed up for Twitter; it was an odd concept for me and one I was greatly resistant to doing. After all, I never use the Facebook status messages or anything, so why would I want a system which is exactly that? He said "just try it, you'll like it; it's hard to explain." He even linked me to other blog entries about it and I still thought it was insane. Finally, I gave in. I said I'd try it. And now, a week later, I have about a hundred u...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/306283</guid><link>http://mittens.joeuser.com/article/306283</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>My Rules of Blogging</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/306254</comments><description><![CDATA[Usually, when I redesign my site, I choose a theme and then overhaulthe CSS/Formatting to fit my needs and, generally, to remove thefixed-width nature of most Wordpress themes. This time, that&rsquo;s not thecase. The new theme, designed by Design Disease struck me as being so completely perfect for what I was looking for in a design and the color palette is nothing short of superb.At some point in time in the next week or two I&rsquo;m going to look intogetting a custom logo next to the Polycat...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/306254</guid><link>http://mittens.joeuser.com/article/306254</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>Site Redesign</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/305754</comments><description><![CDATA[I absolutely love this "rise of the social single-player game" sort of mini-march I'm seeing occur in the industry right now with games like Spore, Fable 2, and Animal Crossing. With the announcement of The Sims 3 came a great deal of information about what EA Sims felt were the important parts of the Sims 2 and, thankfully, it seems they truly understand what was important about The Sims as a franchise. When it comes down to it, the Sims has never been about house decoration nor has it been abo...]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/305754</guid><link>http://mittens.joeuser.com/article/305754</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>The Sims 3 Looks Rad</title></item><item><author>mittens</author><comments>http://mittens.joeuser.com/article/305528</comments><description><![CDATA[]]></description><guid isPermaLink="True">http://mittens.joeuser.com/article/305528</guid><link>http://mittens.joeuser.com/article/305528</link><pubDate>Fri, 05 Sep 2008 19:52:14 -0400</pubDate><pubDateParsed>2008-09-05T23:52:14</pubDateParsed><title>In Lieu Of Content</title></item></channel></rss>