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  <title><![CDATA[<IGNH>]]></title>
  <link>http://ignh.dyndns.org</link>
  <description><![CDATA[<insert game name here> Project Development Site]]></description>
  <dc:language>en-US</dc:language>
   <item>
    <title><![CDATA[HDR compression]]></title>
    <link>http://ignh.dyndns.org/news/2007-01-12/hdr-compression.html</link>
    <pubDate>Fri, 12 Jan 2007 12:02:33 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2007-01-12/hdr-compression.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
Here's a screenshot of an experiment I was doing with HDR rendering.  The method uses standard 8-bit integer framebuffers, compressing the HDR data using a format called <a class="newslink" href="http://vemberaudio.se/graphics/RGBdiv8.pdf" target="_blank">RGBdiv8</a>.  This allows me to render HDR scenes very quickly with little degradation in quality (Theres is some slight banding in the skybox texture, but it's hardly noticeable).  It's also good for storing HDR assets (The skybox texture is stored in RGBdiv8 format using PNG images, and is stored as RGBA8 on the graphics card).  This format can be linearly filtered as well, a plus over other 8-bit compression formats such as Radiance RGBE.  You can also have anti-aliasing + HDR enabled on all cards that support the EXT_framebuffer_multisample extension.  This method is much faster than using floating point frambebuffers, so it will play nicely with even mid-range D3D9 cards.  This is the look I'll probably base my game on when I get to that point. <img src="/images/smileys/smile.png" alt=":)" border="0" /><br />
<br />
<a href="/images/screenshots/hdr-rgbdiv8-1.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/hdr-rgbdiv8-1.jpg" alt="images/screenshots/hdr-rgbdiv8-1.jpg" border="0" /></a><a href="/images/screenshots/hdr-rgbdiv8-2.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/hdr-rgbdiv8-2.jpg" alt="images/screenshots/hdr-rgbdiv8-2.jpg" border="0" /></a><a href="/images/screenshots/hdr-rgbdiv8-3.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/hdr-rgbdiv8-3.jpg" alt="images/screenshots/hdr-rgbdiv8-3.jpg" border="0" /></a>    ]]></description>
   </item>
   <item>
    <title><![CDATA[Back from the dead!]]></title>
    <link>http://ignh.dyndns.org/news/2006-11-07/back-from-the-dead.html</link>
    <pubDate>Tue, 7 Nov 2006 21:58:31 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2006-11-07/back-from-the-dead.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
It's been a while since I've posted any updates on this site.  I'm still working on the engine, mostly non-visual stuff at the moment.  Over the past year I haven't had much time to work on the engine, but have added many new features and subsystems in that time.  These include:<br />
<ul><li>3D sound system using <a class="newslink" href="http://www.openal.org" target="_blank">OpenAL</a> with support for WAV, <a class="newslink" href="http://xiph.org/vorbis/" target="_blank">Ogg Vorbis</a> and <a class="newslink" href="http://flac.sourceforge.net/" target="_blank">FLAC</a> formats.</li><li>Scripting system based on a heavily modified <a class="newslink" href="http://www.lua.org" target="_blank">Lua</a> 5.0.3 VM with a full object oriented standard library.  Almost every aspect of the engine is now scriptable.</li><li>Particle systems with support for dual/quad core CPUs.</li><li>New XML based shader system.</li><li>Video playback with sound using the <a class="newslink" href="http://www.theora.org/" target="_blank">Ogg Theora</a> format for video and <a class="newslink" href="http://xiph.org/vorbis/" target="_blank">Ogg Vorbis</a> for audio.  Videos can also be rendered directly to textures.<li>x86 64-bit support.</li><li>Various other enhancements/features.</li></ul><br />
More updates and screenshots to follow soon.<br />
    ]]></description>
   </item>
   <item>
    <title><![CDATA[Clouds video]]></title>
    <link>http://ignh.dyndns.org/news/2005-07-25/clouds-video.html</link>
    <pubDate>Mon, 25 Jul 2005 16:12:44 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2005-07-25/clouds-video.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
Here is a short video clip of some severely time-lapsed clouds.<br />
<br />
<a class="newslink" href="/download.php?filename=clouds.avi" target="_blank">clouds.avi</a> (4.2 MB)    ]]></description>
   </item>
   <item>
    <title><![CDATA[Raytraced cloud shading]]></title>
    <link>http://ignh.dyndns.org/news/2005-07-22/raytraced-cloud-shading.html</link>
    <pubDate>Fri, 22 Jul 2005 15:07:33 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2005-07-22/raytraced-cloud-shading.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
I've been fooling around with my cloud shading, and I'm starting to get some very respectable results! <img src="/images/smileys/smile.png" alt=":)" border="0" />  I'm taking the normal 2D cloud texture, and raytracing the shading in a fragment program.  To simulate multiple scattering, I'm simply blurring the result.  It looks much better than the old shading IMO.  All 100% GPU based.  Here's a screenshot:<br />
<br />
<a href="/images/screenshots/rtclouds.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/rtclouds.jpg" alt="images/screenshots/rtclouds.jpg" border="0" /></a><br />
<br />
I put a few more in the screenshots section.  More to come fore sure <img src="/images/smileys/bigsmile.png" alt=":D" border="0" />    ]]></description>
   </item>
   <item>
    <title><![CDATA[New screenshots and HDR rendering]]></title>
    <link>http://ignh.dyndns.org/news/2005-06-09/new-screenshots-and-hdr-rendering.html</link>
    <pubDate>Thu, 9 Jun 2005 18:02:54 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2005-06-09/new-screenshots-and-hdr-rendering.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
I've added some new screenshots to the gallery.  Progress is slow these days due to time constraints but every once in a while I get time to play <img src="/images/smileys/bigsmile.png" alt=":D" border="0" />  I wrote a window compositor for the GUI system for one.  An example of that is shown <a class="newslink" href="main.php?page=gallery&amp;id=69" target="_blank">here</a>.  I've also been playing around with HDR rendering.  Here's a side-by-side LDR vs. HDR comparisson:<br />
<br />
<a href="/images/screenshots/tank-ldr.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/tank-ldr.jpg" alt="images/screenshots/tank-ldr.jpg" border="0" /></a> vs. <a href="/images/screenshots/tank-hdr.jpg" target="_blank"><img class="thumblink" src="/images/screenshots/thumbs/tank-hdr.jpg" alt="images/screenshots/tank-hdr.jpg" border="0" /></a><br />
<br />
The difference is pretty amazing i think <img src="/images/smileys/smile.png" alt=":)" border="0" />    ]]></description>
   </item>
   <item>
    <title><![CDATA["Hover tank" model]]></title>
    <link>http://ignh.dyndns.org/news/2005-02-21/hover-tank-model.html</link>
    <pubDate>Mon, 21 Feb 2005 13:44:51 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2005-02-21/hover-tank-model.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
A friend of mine, and very talented artist <a class="newslink" href="http://s87776868.onlinehome.us/" target="_blank">Noel Cower</a> has donated a model of a "hover tank" to the project. I've added some screenshots of it, as well as 2 videos of it spinning around and looking shiny and cool <img src="/images/smileys/bigsmile.png" alt=":D" border="0" /> The shader shows a "metalic paint" effect. A texture for the tank is under way by the same artist. It's gonna be fun driving this shiny bastard all over the terrain. Time to get coding! <img src="/images/smileys/smile.png" alt=":)" border="0" /><br />
<br />
Videos:<br />
<a class="newslink" href="/download.php?filename=tank.avi" target="_blank">tank.avi</a> (4.9 MB)<br />
<a class="newslink" href="/download.php?filename=tank2.avi" target="_blank">tank2.avi</a> (5.0 MB)    ]]></description>
   </item>
   <item>
    <title><![CDATA[HDR water]]></title>
    <link>http://ignh.dyndns.org/news/2004-11-19/hdr-water.html</link>
    <pubDate>Fri, 19 Nov 2004 21:40:56 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2004-11-19/hdr-water.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
Here are two videos of the water with a faked HDR effect.  The second video shows a before and after comparison.  I think it looks really nice!<br />
<br />
Videos:<br />
<a class="newslink" href="/download.php?filename=hdrwater.avi" target="_blank">hdrwater.avi</a> (6.4 MB)<br />
<a class="newslink" href="/download.php?filename=hdrwater2.avi" target="_blank">hdrwater2.avi</a> (5.2 MB)<br />
    ]]></description>
   </item>
   <item>
    <title><![CDATA[IGNH videos]]></title>
    <link>http://ignh.dyndns.org/news/2004-11-03/ignh-videos.html</link>
    <pubDate>Wed, 3 Nov 2004 00:51:11 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2004-11-03/ignh-videos.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
I made a couple videos for some friends who wanted to see what the water in IGNH looked like animated.  Check 'em out.<br />
<br />
Videos:<br />
<a class="newslink" href="/download.php?filename=water.avi" target="_blank">water.avi</a> (2.3 MB)<br />
<a class="newslink" href="/download.php?filename=water2.avi" target="_blank">water2.avi</a> (7.3 MB)    ]]></description>
   </item>
   <item>
    <title><![CDATA[Check out the new duds!]]></title>
    <link>http://ignh.dyndns.org/news/2004-09-09/check-out-the-new-duds.html</link>
    <pubDate>Thu, 9 Sep 2004 16:15:02 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2004-09-09/check-out-the-new-duds.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
I decided to give the site a nice facelift.  I'm happy with how it has turned out so far.  IGNH's new engine is coming along nicely, albeit slowly.  I will post some screenshots of the new terrain renderer soon.  New features include: better texturing quality, realtime lighting and self-shadowing terrain, atmospheric light scattering and realistic sky rendering.    ]]></description>
   </item>
   <item>
    <title><![CDATA[IGNH status]]></title>
    <link>http://ignh.dyndns.org/news/2003-07-09/ignh-status.html</link>
    <pubDate>Wed, 9 Jul 2003 14:23:42 EDT</pubDate>
    <guid isPermaLink="true">http://ignh.dyndns.org/news/2003-07-09/ignh-status.html</guid>
    <dc:creator>Shawn Kirst</dc:creator>
    <description><![CDATA[
Well I have good news and I have some bad news.  Bad news first.  The IGNH project is now defunct in it's current state.  I've decided to halt development on the game as it stands now.  The project was becoming a mess, and we were running into some major design flaws.  Also, Chronos has left the project to persue development of his own game, which I get to be a part of.  It's a game called Bioscythe.  Check it out, it's comming along great! <a class="newslink" href="http://www.bioscythe.com" target="_blank">Bioscythe project page</a>  I will be working on the rendering code, as well as all the low-level geeky stuff.  The good news is, the IGNH project isn't totally dead.  I'm in the process of redesigning and rewriting the game engine.  When I'll finish, only the gods know.  BUT I WILL FINISH IT! <img src="/images/smileys/smile.png" alt=":)" border="0" />  I'm concentrating strictly on the engine's design and architecture.  When I am satisfied 100% with it, then and only then will a game be designed and written.  That's all for now.    ]]></description>
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