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<channel>
	<title>Ignite &#187; Alex</title>
	<atom:link href="http://alexbard.org.ua/author/admin/feed/" rel="self" type="application/rss+xml" />
	<link>http://alexbard.org.ua</link>
	<description>a roguelike development</description>
	<lastBuildDate>Tue, 07 Feb 2012 11:11:41 +0000</lastBuildDate>
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		<item>
		<title>Star Wars: the Old Republic &#8211; fps issues fix</title>
		<link>http://alexbard.org.ua/2012/star-wars-the-old-republic-fps-issues-fix/</link>
		<comments>http://alexbard.org.ua/2012/star-wars-the-old-republic-fps-issues-fix/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 08:46:55 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[SWTOR]]></category>
		<category><![CDATA[fix]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1429</guid>
		<description><![CDATA[Recently i have found a solution for my fps issue in Star Wars: the Old Republic (SWTOR). This game still uses old directx 9 libraries. But this libraries do not come with DirectX11 package, so if you have Windows Vista or Windows 7, you will not have them. And they are much newer than ones [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Recently i have found a solution for my fps issue in Star Wars: the Old Republic (SWTOR). This game still uses old directx 9 libraries. But this libraries do not come with DirectX11 package, so if you have Windows Vista or Windows 7, you will not have them. And they are much newer than ones that comes with Windows XP (so if you have XP and installed new DirectX, youstill do not have them). DirectX 11 tries to emulate those old libraries (with a loss of perfomance that you can found in SWTOR).</p>
<p style="text-align: justify;">Solution to this issue will be to install DirectX 10 package that contains needed library. You can download it here: <a href="http://www.microsoft.com/download/en/confirmation.aspx?id=8109" rel="nofollow">http://www.microsoft.com/download/en/confirmation.aspx?id=8109</a></p>
<p style="text-align: justify;">Before installing this package i had 40-60 fps at planet and 5-10 fps in warzones with freezes. Now (after installing it) i have 75 fps at planets and 25-50 fps at warzones <strong>without any screen freezing</strong>.</p>
<p style="text-align: justify;">I recommend you to install this package even if you not experiencing any troubles with your framerate.</p>
<p style="text-align: justify;"><strong>Update:</strong> We have confirmation from SWTOR CM that game isn`t using standart DirectX9 libraries that come with DirectX11 distribute. There is Google.Translate from german official forum:</p>
<blockquote>
<p style="text-align: justify;">Hello sparkskaer,</p>
<p>you should be on your system in addition to DirectX 11 is not even the latest version of DirectX 9.0c installed, so this could improve the presentation. For this process to be DirectX 11 additional libraries installed and not replaced anything yet overwritten. This can affect the FPS is positive.</p>
<p>Please let us know whether this has led to an improvement. Thank you.</p>
<p style="text-align: justify;">Source: <a href="http://www.swtor.com/de/community/showthread.php?t=239280" rel="nofollow" target="_blank">http://www.swtor.com/de/community/showthread.php?t=239280</a></p>
</blockquote>
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		</item>
		<item>
		<title>HLSL visual editor in Visual Studio 11</title>
		<link>http://alexbard.org.ua/2012/hlsl-visual-editor-in-visual-studio-11/</link>
		<comments>http://alexbard.org.ua/2012/hlsl-visual-editor-in-visual-studio-11/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 08:22:20 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[программирование]]></category>
		<category><![CDATA[hlsl]]></category>
		<category><![CDATA[visual studio]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1424</guid>
		<description><![CDATA[I&#8217;m very exiting about new visual HLSL editor in upcoming Visual Studio 11: Studio will generate next code: float3 local2 = float3(1.0f, 0.0f, 0.0f) + float3(0.0f, 0.0f, 1.0f); result.fragment = CombineRGBWithAlpha(local2, 1.0f); And more complex shader:]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m very exiting about new visual HLSL editor in upcoming Visual Studio 11:</p>
<p style="text-align: center;"><img class="aligncenter" src="http://habrastorage.org/storage2/f73/a8d/e8f/f73a8de8f04c0ab181ebc71604f03f72.png" alt="" width="548" height="263" /></p>
<p>Studio will generate next code:<br />
<pre><code>float3 local2 = float3(1.0f, 0.0f, 0.0f) + float3(0.0f, 0.0f, 1.0f);
result.fragment = CombineRGBWithAlpha(local2, 1.0f);</code></pre><br />
And more complex shader:</p>
<p><img class="aligncenter" src="http://habrastorage.org/storage2/029/69b/52a/02969b52ac9610cd023e3c9653b07fb3.png" alt="" width="547" height="385" /></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ignite &#8211; Cellular automata level generator</title>
		<link>http://alexbard.org.ua/2012/ignite-cellular-automata-levels/</link>
		<comments>http://alexbard.org.ua/2012/ignite-cellular-automata-levels/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 20:46:15 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>
		<category><![CDATA[cellular automata]]></category>
		<category><![CDATA[программирование]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1414</guid>
		<description><![CDATA[Code for cellular automata in c#: public mapTile[,] map; public Vector2 size; private int[,] mapt; private void prepareMap(int a) { int width = (int)size.X, height = (int)size.Y; mapt = new int[width, height]; for (int i = 0; i &#60; width; i++) for (int j = 0; j &#60; height; j++) mapt[i, j] = a; } [...]]]></description>
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<span id="more-1414"></span><br />
Code for cellular automata in c#:<br />
<pre><code>public mapTile[,] map;
        public Vector2 size;
        private int[,] mapt;

        private void prepareMap(int a)
        {
            int width = (int)size.X, height = (int)size.Y;
            mapt = new int[width, height];
            for (int i = 0; i &lt; width; i++)
                for (int j = 0; j &lt; height; j++)
                    mapt[i, j] = a;
        }

        private void borderWalls(int[,] mp, int width, int height)
        {
            for (int i = 0; i &lt; width; i++)
            { mp[i, 0] = 0; mp[i, height - 1] = 0; }

            for (int i = 0; i &lt; height; i++)
            { mp[0, i] = 0; mp[width - 1, i] = 0; }
        }

        private void cellularBasicIteration(int a, int width, int height, Boolean b = false)
        {
            for (int i = 1; i &lt; width - 1; i++)
                for (int j = 1; j &lt; height - 1; j++)
                {
                    int sum = 0;
                    for (int q = i - 1; q &lt; i + 2; q++)
                        for (int w = j - 1; w &lt; j + 2; w++)
                            if (mapt[q, w] == a) sum++;
                    if (sum &gt; 5) mapt[i, j] = a;
                    else if (b &amp;&amp; sum &lt; 2) mapt[i, j] = a;
                    else if (!b &amp;&amp; sum &lt; 3) mapt[i, j] = 1;
                }
        }

        private void generatorCellularOne()
        {
            Random a = new Random(System.DateTime.Now.Second * System.DateTime.Now.Minute);
            //use small temporary map to generate main map
            int width = (int)(size.X / 3f), height = (int)(size.Y / 3f);
            //create temporary map
            prepareMap(0);

            //use 25-70% value
            for (int i = 0; i &lt; width; i++)
                for (int j = 0; j &lt; height; j++)
                    if (a.Next(100) &gt; 30) mapt[i, j] = 1;
            //my game should have maps with closed borders
            borderWalls(mapt, width, height);

            //change amount of cellular basic iterations to create various maps
            cellularBasicIteration(0, width, height, true);
            cellularBasicIteration(0, width, height, true);
            cellularBasicIteration(0, width, height, true);
            cellularBasicIteration(0, width, height);
            cellularBasicIteration(0, width, height);

            borderWalls(mapt, width, height);          

            for (int i = 0; i &lt; width; i++)
                for (int j = 0; j &lt; height; j++)
                {
                    for (int q = 0; q &lt; 3; q++)
                        for (int w = 0; w &lt; 3; w++)
                            map[i*3+q, j*3+w] = new mapTile(mapt[i, j]);
                }
        }</code></pre></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Ignite &#8211; Character Animation</title>
		<link>http://alexbard.org.ua/2012/ignite-character-animation/</link>
		<comments>http://alexbard.org.ua/2012/ignite-character-animation/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 15:39:57 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1411</guid>
		<description><![CDATA[Added basic 3-step character animation to Ignite. You can watch walking skeleton preview: And almost in a minute after posting this video, i&#8217;ve changed size of character sprites to 48*48 px (from 32*32 px as they appear in video):]]></description>
			<content:encoded><![CDATA[<p>Added basic 3-step character animation to Ignite. You can watch walking skeleton preview:</p>
<p><iframe src="http://www.youtube.com/embed/XUnP47lEHzY" frameborder="0" width="420" height="315"></iframe></p>
<p>And almost in a minute after posting this video, i&#8217;ve changed size of character sprites to 48*48 px (from 32*32 px as they appear in video):</p>
<p><a href="http://img69.imageshack.us/img69/8562/ignite4848.jpg"><img class="aligncenter" src="http://img69.imageshack.us/img69/8562/ignite4848.jpg" alt="" width="625" height="458" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ignite XNA &#8211; Character movement</title>
		<link>http://alexbard.org.ua/2012/ignite-xna-character-movement/</link>
		<comments>http://alexbard.org.ua/2012/ignite-xna-character-movement/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 13:46:00 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1409</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/u53ptBNsYY0" frameborder="0" width="420" height="315"></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ignite XNA &#8211; Lighting sources</title>
		<link>http://alexbard.org.ua/2012/ignite-xna-lighting-sources/</link>
		<comments>http://alexbard.org.ua/2012/ignite-xna-lighting-sources/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 16:52:09 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1401</guid>
		<description><![CDATA[I&#8217;ve implemented lighting source to Ignite. Also grid size of a tile was decreased to 12 px (from 48 px). Monster size will wary from 12 px to 48 px. And there is still 2 tile types &#8211; stone and grass: &#160; Advanced color blending:]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I&#8217;ve implemented lighting source to Ignite. Also grid size of a tile was decreased to 12 px (from 48 px). Monster size will wary from 12 px to 48 px. And there is still 2 tile types &#8211; stone and grass:</p>
<p><iframe src="http://www.youtube.com/embed/bPZATa4Vk44" frameborder="0" width="420" height="315"></iframe></p>
<p>&nbsp;</p>
<p style="text-align: justify;">Advanced color blending:</p>
<p style="text-align: center;"><a href="http://img854.imageshack.us/img854/6066/ignitepointlight2.jpg"><img class="aligncenter" src="http://img854.imageshack.us/img854/6066/ignitepointlight2.jpg" alt="" width="542" height="547" /></a></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ignite XNA &#8211; 2</title>
		<link>http://alexbard.org.ua/2012/ignite-xna-2/</link>
		<comments>http://alexbard.org.ua/2012/ignite-xna-2/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 00:42:31 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1398</guid>
		<description><![CDATA[Recent changes: image and visual + logical components listing background, image and button components implemented software and hardware cursor implemented new graphic to main menu graphics for socket items are done size of inventory items are increased]]></description>
			<content:encoded><![CDATA[<p>Recent changes:</p>
<ul>
<li>image and visual + logical components listing</li>
<li>background, image and button components implemented</li>
<li>software and hardware cursor implemented</li>
<li>new graphic to main menu</li>
<li>graphics for socket items are done</li>
<li>size of inventory items are increased</li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Ignite XNA &#8211; 1</title>
		<link>http://alexbard.org.ua/2012/ignite-xna-1/</link>
		<comments>http://alexbard.org.ua/2012/ignite-xna-1/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 23:11:44 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1388</guid>
		<description><![CDATA[I have started XNA version of Ignite a hour ago. What have been done: video mode initialized keyboard events frame rate calculator (found sources in Internet for older version of XNA and made so that they work with XNA 4.0); to use it you will need sources and any SpriteFont 2d images runtime loading: Texture2D texture; texture = Texture2D.FromStream(GraphicsDevice, [...]]]></description>
			<content:encoded><![CDATA[<p>I have started XNA version of <a title="Ignite 0.040" href="http://alexbard.org.ua/2012/ignite-0-040/">Ignite</a> a hour ago. What have been done:</p>
<ul>
<li style="text-align: justify;">video mode initialized</li>
<li style="text-align: justify;">keyboard events</li>
<li style="text-align: justify;">frame rate calculator (found sources in Internet for older version of XNA and made so that they work with XNA 4.0); to use it you will need <a href="http://pastebin.com/fd9AZUhA" rel = "nofollow">sources</a> and any SpriteFont</li>
<li style="text-align: justify;">2d images runtime loading:</li>
</ul>
<p><pre><code>Texture2D texture;
texture = Texture2D.FromStream(GraphicsDevice, File.OpenRead(filename));</code></pre><br />
Tomorrow i plan to make menu, some internal routines (like texture loading and searching) and continue my research at dynamic 2d lighting.</p>
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		</item>
		<item>
		<title>Ignite 0.041 plans</title>
		<link>http://alexbard.org.ua/2012/ignite-0-041-plans/</link>
		<comments>http://alexbard.org.ua/2012/ignite-0-041-plans/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 10:48:44 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1382</guid>
		<description><![CDATA[Main change in 0.041 build will be refactoring of graphical code to utilize modern graphic adapters (95% that i will use DirectX through XNA, so no Linux support. sorry). I plan to release new version in the middle of february. Planed changes: new graphic engine, move from GDI+ to DirectX interface with full mouse support [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Main change in 0.041 build will be refactoring of graphical code to utilize modern graphic adapters (95% that i will use DirectX through XNA, so no Linux support. sorry). I plan to release new version in the middle of february.</p>
<p style="text-align: justify;">Planed changes:</p>
<ul>
<li style="text-align: justify;">new graphic engine, move from GDI+ to DirectX</li>
<li style="text-align: justify;">interface with full mouse support</li>
<li style="text-align: justify;">ragdoll inventory with items drag and drop</li>
<li style="text-align: justify;">persistent world with no separation to world map and dungeons (maybe added later in 0.042)</li>
<li style="text-align: justify;">bigger effects and objects (in older versions of Ignite max size of objects may be 48*48 pixels)</li>
</ul>
<div style="text-align: justify;">Thanks to Paul Stanley for his support!</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Ignite future</title>
		<link>http://alexbard.org.ua/2012/ignite-future/</link>
		<comments>http://alexbard.org.ua/2012/ignite-future/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 13:39:01 +0000</pubDate>
		<dc:creator>Alex</dc:creator>
				<category><![CDATA[ignite]]></category>

		<guid isPermaLink="false">http://alexbard.org.ua/?p=1379</guid>
		<description><![CDATA[I&#8217;m really displeased with Ignite perfomance on 24+bit color per chanel modes. And since it is most used mode right now i&#8217;m forced to fix that issue somehow. And only way to do it &#8211; is to rewrite graphical engine to utilize all power of moder graphical adapters. Tricky thing is that a very big [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">I&#8217;m really displeased with Ignite perfomance on 24+bit color per chanel modes. And since it is most used mode right now i&#8217;m forced to fix that issue somehow. And only way to do it &#8211; is to rewrite graphical engine to utilize all power of moder graphical adapters.</p>
<p style="text-align: justify;">Tricky thing is that a very big part of code must be refactored and i don`t think that i can do it without any help from the side. I speaking of emotional support. I definitely will write a new engine (with a lot of things in mind that i had learned while developing an Ignite) that will use hardware a lot better, but there is a lot chances that there will not an Ignite or even a roguelike game. I don`t see a point in game development if i will be the first and last player of this game. *sadness*</p>
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