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    <title>CSC 421:  Computer Gaming Course Blog</title>
    <link>http://people.uncw.edu/pattersone/421/421blog/</link>
    <description>&lt;br&gt;Information for the CSC 421 course at UNCW.&lt;br&gt;</description>
	<docs>http://blogs.law.harvard.edu/tech/rss</docs>
    
    <copyright>2008</copyright>
    <lastBuildDate>Sat, 03 May 2008 21:33:58 -0400</lastBuildDate>
    <pubDate>Sat, 03 May 2008 21:34:00 -0400</pubDate>
    <generator>iBlog 2.0 RC3</generator>
    

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      <title>&lt;br&gt;Ultimate Deadline and 10 a.m. Meeting Time&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080503213139/index.html</link>
      <description>&lt;br&gt;&lt;br&gt;&lt;br&gt;For any unsubmitted assignments, the exam time period is the last that you can submit for credit. Have to draw a line somewhere. ;-)&lt;br&gt;&lt;br&gt;&lt;br&gt;Also, remember that we're meeting at 10 a.m. this Monday in the Digital Arts lab to present work.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Sat, 03 May 2008 21:31:39 -0400</pubDate>
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      <title>&lt;br&gt;Flocking!&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214804/E20080421095610/index.html</link>
      <description>&lt;br&gt;1. Example with code at processing.org.&lt;br&gt;&lt;br&gt;2. Some very nice images and video at Flight404.&lt;br&gt;&lt;br&gt;3. Firefly-like boids with Perlin noise at Vimeo.&lt;br&gt;&lt;br&gt;4. Nice sim build with processing and exported to a Java applet.&lt;br&gt;&lt;br&gt;5. Craig Reynold's page on boids.&lt;br&gt;&lt;br&gt;6. Boids in Blender.&lt;br&gt;</description>
      <pubDate>Mon, 21 Apr 2008 09:56:10 -0400</pubDate>
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      <title>&lt;br&gt;Updates&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080420220642/index.html</link>
      <description>&lt;br&gt;&lt;br&gt;Not that any of you would ever miss class...&lt;br&gt;&lt;br&gt;but we'll have some grade updates tomorrow. Definitely a good time to make sure you've submitted everything.&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Sun, 20 Apr 2008 22:06:42 -0400</pubDate>
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      <title>&lt;br&gt;Bluetooth SIXAXIS under Linux PS3.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080417181505/index.html</link>
      <description>&lt;br&gt;Thank Matt for working through the steps to get the PS3 controllers recognized under Linux on the PS3. It should be a little bit easier now to get joystick control into Irrlicht.&lt;br&gt;&lt;br&gt;Here's a link that might help:&lt;br&gt;&lt;br&gt;Joystick Library Tutorial&lt;br&gt;</description>
      <pubDate>Thu, 17 Apr 2008 18:15:05 -0400</pubDate>
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      <title>&lt;br&gt;Tips for Importing Characters (Animated, Skinned Meshes) into XNA Game Studio.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080417180248/index.html</link>
      <description>&lt;br&gt;1) Download the skinned mesh example, compile, and run the C# program.&lt;br&gt;&lt;br&gt;2) You should see a soldier-type character with a blue background. You can move the camera.&lt;br&gt;&lt;br&gt;3) The dude.fbx file under the content folder of this skinnedSample is the file that contains the character and animation that you see.&lt;br&gt;&lt;br&gt;4) In Maya, have your character mesh standing on the origin (delete hist and freeze transformations to make sure it's clean).&lt;br&gt;&lt;br&gt;5) Make sure that the "fbx" plug-in is loaded under the Settings/Preferences->Plug-in Manager if it's not already. Maya 2008 may have the latest version, but if not find fbx download on Autodesk's site and install the latest. (When you export from the file menu in Maya and choose .fbx from the pull down tab, you should see version 200611 on the right side of the window that pops up where it lets you choose your version).&lt;br&gt;&lt;br&gt;6) So far, animations on the joints definitely work. I have not gotten IK-handle-driven animation to work, yet, but baking the animation may make this work.&lt;br&gt;&lt;br&gt;7) Select your mesh and shift-select your animated skeleton in the outliner of Maya, and then choose File->Export. Make sure that .fbx is chosen in the pull-down menu. The default settings are mostly fine. Embed texture seems to work, though. &lt;br&gt;&lt;br&gt;8) Once your .fbx file is generated, drag it into the "content" list in VisualStudio (find dude.fbx and drag it where it's located).&lt;br&gt;&lt;br&gt;9) Right-click on your .fbx in the content list and in the properties, change the XNA Content Processor to "SkinnedModelProcessor" -- if your file wasn't compiling before this but complaining of "No SkinningData", that's why.&lt;br&gt;&lt;br&gt;10) Re-build your solution and run -- should see your mesh. (Cross your fingers).&lt;br&gt;&lt;br&gt;For some more info, see some of these forums:&lt;br&gt;&lt;br&gt; http://forums.xna.com/thread/45246.aspx&lt;br&gt;&lt;br&gt;11) Getting your 3D game working in XNA shouldn't be too much worse than Irrlicht if you manage to get your character loaded in here. There seems to be an issue choosing which frame-range, but we can probably work around that.&lt;br&gt;</description>
      <pubDate>Thu, 17 Apr 2008 18:02:48 -0400</pubDate>
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      <title>&lt;br&gt;Collision Tutorial in Irrlicht&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080417180116/index.html</link>
      <description>&lt;br&gt;Make sure to look at the code for the Collision Tutorial! It is one of the best examples for employing a level with floor/wall collision detection and adding character models (as well as a few other things). This could even be used as a start for a game with your state code, game play, AI, etc. added to the basics here.&lt;br&gt;</description>
      <pubDate>Thu, 17 Apr 2008 18:01:16 -0400</pubDate>
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      <title>&lt;br&gt;Tips for Importing Characters (Animated, Skinned Meshes) into Irrlicht.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080417171322/index.html</link>
      <description>&lt;br&gt;1) Use the XExporter (ver2) MEL script linked several blog entries below. &lt;br&gt;&lt;br&gt;2) Read the "readme" file that comes with the script. Note that only Lambert and Blinn materials are supported!!!&lt;br&gt;&lt;br&gt;3) Use Maya, Window->General Editors->Script Editor and the File menu to "Source Script". Find the script on disk. When it "sources", it's running and will pop up a window. Check all the boxes, leave Quaternions, and give it a meaningful filename with a ".x" extension.&lt;br&gt;&lt;br&gt;4) Before doing 3, though, you should have your polyMesh selected.&lt;br&gt;&lt;br&gt;5) Keyframed animations that are keyed on the joints or IK handles should work. (I'm not completely sure about animations that are keyed through controllers).&lt;br&gt;&lt;br&gt;6) After the script exports, find the .x file that it generated. The easiest thing is to copy that file into the Irrlicht/media folder. (This way, all those "../../media/sydney.md2" references or whichever may be easily replaced with your file without a painful path to your file).&lt;br&gt;&lt;br&gt;7) Compile and run the Collision example with the "faerie" model replaced with your .x file. (Or run the MeshViewer -- note this often has to be stopped, re-compiled, and re-run to re-fresh properly). See line of code here for example:&lt;br&gt;&lt;br&gt; IAnimatedMesh* mesh = smgr->getMesh("../../media/GumbyArmMesh.x");&lt;br&gt;&lt;br&gt;&lt;br&gt;8) Before running any examples, though, you may wish to edit the .x text file that was generated. Use WordPad or VI or whatever... Search on .jpg or .bmp or whatever texture file you have (or just search on Material). This will bring you to the Material section in the file. You will likely want to change the first row of numbers which is likely 0;0;0;0;; or something like that -- change it to 0.2;0.2;0.2;1;; This should give your character a bit of ambient light so that it will show up in all the examples, even ones with default lighting in Irrlicht turned off).&lt;br&gt;&lt;br&gt;9) Also, while you're editing the .x file -- make sure that the TextureFileName {} section has your texture filename in it, such as "MyTexture.jpg" -- this should be copied into the same Irrlicht/media directory. If it is, .x files will actually find the texture file without having to have another material reference in Irrlicht. For example, the following lines in HelloWorld could be commented out:&lt;br&gt;&lt;br&gt; //if (node)&lt;br&gt; //{&lt;br&gt; // node->setMaterialFlag(EMF_LIGHTING, false);&lt;br&gt; // node->setMD2Animation ( scene::EMAT_STAND );&lt;br&gt; // node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );&lt;br&gt; //}&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;10) Your animated mesh should work, and you should be able to see it in the Irrlicht window.&lt;br&gt;&lt;br&gt;11) You may wish to add the second line of this code to fix your size/scale&lt;br&gt;&lt;br&gt; node = smgr->addAnimatedMeshSceneNode(faerie);&lt;br&gt; node->setScale(core::vector3df(-0.7, 0.7, 0.7));&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;12) You may also wish to choose your animation cycle:&lt;br&gt; node->setFrameLoop(3, 15); // or whatever for walk, attack, etc.&lt;br&gt; node->setAnimationSpeed(30); // might not even be necessary&lt;br&gt;&lt;br&gt;13) If you're having trouble getting this working, go back to just a mesh with a lambert or blinn shader and start from there. Work up to your skinned and animated character.&lt;br&gt;&lt;br&gt;14) This does work, though, so don't lose heart! &lt;br&gt;&lt;br&gt;15) Once you have your character loaded, the collision example is a great example for your 3D game code. (Turn off the triangle/picking and light highlight features, of course, though).&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Thu, 17 Apr 2008 17:13:22 -0400</pubDate>
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      <title>&lt;br&gt;Final Exam Time&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080415195654/index.html</link>
      <description>&lt;br&gt;Our final exam slot is Monday, May 5 from 8-11 a.m.&lt;br&gt;&lt;br&gt;Final Projects and anything else will be due by then. Groups will present and discuss their final projects then, too.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Tue, 15 Apr 2008 19:56:54 -0400</pubDate>
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      <title>&lt;br&gt;Be a Student Volunteer for the new SIGGRAPH Asia! &lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080415153313/index.html</link>
      <description>&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Click for information about being a student volunteer and possibly having travel paid!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Tue, 15 Apr 2008 15:33:13 -0400</pubDate>
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      <title>&lt;br&gt;Please complete this very short survey. :-) &lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080415152518/index.html</link>
      <description>&lt;br&gt;UNCW is considering the development of a major in Information Technology and we need your input.&lt;br&gt; Please take a minute to complete this short 3 question survey. Thank you.&lt;br&gt; &lt;br&gt; http://appserv02.uncw.edu/SelectSurveyNET/TakeSurvey.aspx?SurveyID=84408pm&lt;br&gt; &lt;br&gt;</description>
      <pubDate>Tue, 15 Apr 2008 15:25:18 -0400</pubDate>
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      <title>&lt;br&gt;Autodesk Student Design Challenge&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080414182653/index.html</link>
      <description>&lt;br&gt;Follow this link for more information.&lt;br&gt;</description>
      <pubDate>Mon, 14 Apr 2008 18:26:53 -0400</pubDate>
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      <title>&lt;br&gt;Great opportunity! &lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080409152442/index.html</link>
      <description>&lt;br&gt;&lt;br&gt; &lt;br&gt; Rhythm &amp; Hues Studios is announcing a Spring 2008 Lighting Apprentice Program.&lt;br&gt; &lt;br&gt; The R&amp;H Lighting Apprentice Program is designed to give participants the opportunity to gain &lt;br&gt; valuable experience and a chance to work with a talented group of dedicated professionals in a &lt;br&gt; collaborative, energetic environment. This program is designed to identify candidates who may be &lt;br&gt; suitable for entry-level Lighting Technical Director positions in our studio. Ideal participants will be &lt;br&gt; recently graduated artists and technical people with superior skills and potential.&lt;br&gt; &lt;br&gt; While some participants may be extended as long-term freelance artists after evaluation,&lt;br&gt; employment isn't guaranteed.&lt;br&gt; &lt;br&gt; The current Apprentice Program will be three weeks in duration consisting of seven days of training, &lt;br&gt; eight days on a simulated production, and will end with an evaluation. Participants will work with &lt;br&gt; our best artists and supervisors to learn how we create images through a combination of formal &lt;br&gt; classroom instruction and informal collaboration. &lt;br&gt; &lt;br&gt; The current program will start on Monday May 5, 2007 and will end on Friday, May 23, 2008. &lt;br&gt; &lt;br&gt; Application packages must be submitted orpostmarked by Monday, April 14, 2007. and should include:&lt;br&gt; Cover letter and resume Resume including 3D software experience &amp; indication of level of Unix experience Demo reel (DVD or VHS only)* Shot breakdown sheet Completed Apprentice Program Application Form. Explanation of 3D software experience. Demonstration of attention to visual detail.&lt;br&gt; (application can be downloaded from our website noted below)&lt;br&gt; http://www.rhythm.com/inside_randh/apprenticeProgram_light.pdf&lt;br&gt; http://www.rhythm.com/inside_randh/apprenticeProgramForm_light.pdf&lt;br&gt; &lt;br&gt; &lt;br&gt; Please send completed Application Package to:&lt;br&gt; Rhythm &amp; Hues Studios &lt;br&gt; Attn: Recruitment – Lighting Apprentice Program &lt;br&gt; 5404 Jandy Place &lt;br&gt; Los Angeles, CA 90066 &lt;br&gt; &lt;br&gt; * We can only review DVD, VHS and hardcopy material. Please, no CDs websites or &lt;br&gt; original works of art.&lt;br&gt; &lt;br&gt; &lt;br&gt; Please advise recent graduates to apply directly as noted above.&lt;br&gt; &lt;br&gt; &lt;br&gt; Recruiting Department&lt;br&gt; &lt;br&gt;</description>
      <pubDate>Wed, 09 Apr 2008 15:24:42 -0400</pubDate>
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      <title>&lt;br&gt;Some updates on the resources page.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080407095338/index.html</link>
      <description>&lt;br&gt;There are some updates on the resources page, including: links to signing up for free academic version of XNA Creator's Club for developing on the 360, developing a full XNA game from scratch (using a Guitar Hero controller), and information for C# and C++ programming.&lt;br&gt;</description>
      <pubDate>Mon, 07 Apr 2008 09:53:38 -0400</pubDate>
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      <title>&lt;br&gt;Web Exercise for Wednesday, March 19, 2008&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214652/E20080314005330/index.html</link>
      <description>&lt;br&gt;Make sure to read the Web Exercise for Monday below, first.&lt;br&gt;&lt;br&gt;1. Visit Tutorial #4 on the Irrlicht Sourceforge page.&lt;br&gt;&lt;br&gt;2. Recompile using a Maya camera. Experiment with the settings.&lt;br&gt;&lt;br&gt;You'll find information about scene nodes in Irrlicht on this page of the API, but you'll have to go hunting a bit for the actual camera code, since you would not normally have access to it without the entire source.&lt;br&gt;&lt;br&gt;3. *For bonus, modify the Maya camera scene node in the original code and recompile Irrlicht for a different type of movement or use of the keyboard or mouse.&lt;br&gt;&lt;br&gt;4. Check out these forums for a bit: http://irrlicht.sourceforge.net/phpBB2/viewforum.php?f=5&lt;br&gt;&lt;br&gt;5. Particularly, make sure to read this one: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=11666 and the second page that goes with it: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=11666&amp;postdays=0&amp;postorder=asc&amp;start=15&lt;br&gt;&lt;br&gt;6. We have not had particular luck with the other export formats, unfortunately, even the COLLADA format. (See more on COLLADA here.) For bonus, see if you can get the COLLADA exporter and format to work in exporting your character from Maya and importing into Irrlicht.&lt;br&gt;&lt;br&gt;7. For now, though, this Mel script should work. Look to the bottom of the second forum page and get this script (http://www.3drobert.com/cgtalk/XExporterVer2.zip). It should work to export your rigged and animated character from Maya to Irrlicht.&lt;br&gt;&lt;br&gt;8. Go back to the Tutorial 4 that you've been working with so far. Try using the exporter to get your character (add some animations if you haven't) from Maya into Tutorial #4. Replace the Sydney character. You may have to put your texture file (perhaps a .bmp or .jpg) in a known folder. Reference your character .x file and texture file instead of Sydney.&lt;br&gt;&lt;br&gt;9. Good luck. Don't get frustrated. Have fun.&lt;br&gt;&lt;br&gt;10. Have a good Easter break and get your characters, terrains, and 2-D games finished and submitted by Monday, March 24. Have them ready to present in class.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Fri, 14 Mar 2008 00:53:30 -0400</pubDate>
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      <title>&lt;br&gt;Web Exercise for Monday, March 17, 2008&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214652/E20080314003406/index.html</link>
      <description>&lt;br&gt;Read Section 2.3 in 3D Game Engine Design starting on page 43.&lt;br&gt;&lt;br&gt;1. What defines the corners of the viewing frustrum? Write the formulas:&lt;br&gt;&lt;br&gt;2. If viewing a point X in 3-D space, what is the formula of the point on the near clipping plane?&lt;br&gt;&lt;br&gt;Read 2.3.2 and 2.3.3&lt;br&gt;&lt;br&gt;3. What is the difference between model space and world space?&lt;br&gt;&lt;br&gt;4. In a very simplfieid answer, how does one get from coordinates in one to the other?&lt;br&gt;&lt;br&gt;Read the first couple paragraphs of 2.3.4 on page 50.&lt;br&gt;&lt;br&gt;5. What is the difference between world space and camera space?&lt;br&gt;&lt;br&gt;Read the parts of 2.3.5 on pages 52 and 53. Objects are clipped and projected. (Stored in homogeneous coordinate form, then converted with perspective divide).&lt;br&gt;&lt;br&gt;Read the first paragraph of 2.3.6.&lt;br&gt;&lt;br&gt;6. What is the difference between camera space and window space?&lt;br&gt;&lt;br&gt;7. What does n.d.c. represent? and what is the final conversion / transformation that needs to take place? &lt;br&gt;&lt;br&gt;Overall, how many matrix transformations are necessary? You can read 2.3.7 to see these examples.&lt;br&gt;&lt;br&gt;8. You can see sample code for a triangle and projections on pages 61--65.&lt;br&gt;&lt;br&gt;9. Where do you think these transformations are located in Irrlicht? Are they public or private? Can you find them?&lt;br&gt;&lt;br&gt;10. Email or print and submit your answers by Wed., March 19.&lt;br&gt;</description>
      <pubDate>Fri, 14 Mar 2008 00:34:06 -0400</pubDate>
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      <title>&lt;br&gt;SIGGRAPH in LA in August! Be there!&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214603/E20080206141955/index.html</link>
      <description>&lt;br&gt;&lt;br&gt;SIGGRAPH is a great opportunity. A few have expressed an interest in attending and being involved this year. I'd enthusiastically recommend going, as it's an experience that can't be matched elsewhere.&lt;br&gt;&lt;br&gt;Here's a link to this year's webpage. It will be in Los Angeles in August.&lt;br&gt;&lt;br&gt;Consider being a student volunteer and get the conference fee waived as well as possible assistance for hotel and flight! The deadline for application is quickly approaching -- February 24. It does not take much time to apply, so consider applying even if you are not sure yet that you will be able to attend.&lt;br&gt;&lt;br&gt;</description>
      <pubDate>Wed, 06 Feb 2008 14:19:55 -0500</pubDate>
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      <title>&lt;br&gt;Project Three: Due Monday, March 24, 2008. &lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214745/E20080202203412/index.html</link>
      <description>&lt;br&gt;Complete this individually. Here is the description.&lt;br&gt;&lt;br&gt;As a warning, check the scale on your level versus your character to possibly prevent issues. For bonus, go ahead and import your character into the engine with the terrain.&lt;br&gt;&lt;br&gt;For extra bonus, have your character moving based on its three or more animation cycles. &lt;br&gt;</description>
      <pubDate>Sat, 02 Feb 2008 20:34:12 -0500</pubDate>
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      <title>&lt;br&gt;Project Two: Due Monday, March 10, 2008.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214745/E20080202201653/index.html</link>
      <description>&lt;br&gt;Complete this individually. Here is the description.&lt;br&gt;&lt;br&gt;You should be working on this a little each week along with your other homework and projects to finish on time. Choose a character design that you will enjoy spending some time completing.&lt;br&gt;</description>
      <pubDate>Sat, 02 Feb 2008 20:16:53 -0500</pubDate>
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      <title>&lt;br&gt;Project One: Due Friday, February 29, 2008.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214745/E20080202201150/index.html</link>
      <description>&lt;br&gt;Work in pairs to complete this assignment. Here is the description.&lt;br&gt;&lt;br&gt;Do a little research before choosing a platform!&lt;br&gt;</description>
      <pubDate>Sat, 02 Feb 2008 20:11:50 -0500</pubDate>
	  <guid>http://people.uncw.edu/pattersone/421/421blog//C20080122214745/E20080202201150/index.html</guid>
	  
    </item>

    <item>
      <title>&lt;br&gt; Homework for Monday, February 7.&lt;br&gt;</title>
      <link>http://people.uncw.edu/pattersone/421/421blog//C20080122214652/E20080129185530/index.html</link>
      <description>&lt;br&gt;Complete the character modeling (no shading nor rigging necessary, yet) for The Game Artist's Guide.&lt;br&gt;&lt;br&gt;Complete tutorial #1 for Irrlicht. (It's included with the download and also detailed further on the Irrlicht website).&lt;br&gt;&lt;br&gt;Make sure to keep up with the reading and material in class. We'll have a few quizzes on the basics.&lt;br&gt;</description>
      <pubDate>Tue, 29 Jan 2008 18:55:30 -0500</pubDate>
	  <guid>http://people.uncw.edu/pattersone/421/421blog//C20080122214652/E20080129185530/index.html</guid>
	  
    </item>

  
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