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        <title>Programming - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/programming/</link>
        <description>Programming - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Wed, 23 Aug 2017 03:27:19 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/programming/" rel="self" type="application/rss+xml" /><item>
    <title>Basic Math and Physics</title>
    <link>https://timbeaudet.com/blog/2017/08/23/basic-math-and-physics/</link>
    <pubDate>Wed, 23 Aug 2017 03:27:19 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/08/23/basic-math-and-physics/</guid>
    <description><![CDATA[<p style="text-align: center;">
</p>
<p>[latexpage]<br>
It has always been my aim to provide as much of a log about creating a racing simulation as I can, including the mathematics of the simulation and other details. I’ve just setup something on the blog to allow. So here we will start be some of the extremely basic math/physics that an average high-schooler would understand.</p>]]></description>
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<item>
    <title>mDevelopmentLog[5] = Grinding Gears</title>
    <link>https://timbeaudet.com/blog/2017/06/07/devlog_w05/</link>
    <pubDate>Wed, 07 Jun 2017 00:18:38 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/06/07/devlog_w05/</guid>
    <description><![CDATA[<p style="text-align: center;">
</p>
<p>Hello Turtles,</p>
<p>Sara cat and Monky bird changed gears from the normal programming on TurtleBrainsÂ stuff into starting to moveÂ forward on ZoomCarWorld3. Initially some basic art practice in blender working on a small homemade go-kart before deciding the ZCW3 wouldÂ start out as</p>]]></description>
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    <title>mDevelopmentLog[4] = More Networking</title>
    <link>https://timbeaudet.com/blog/2017/05/30/devlog_w04/</link>
    <pubDate>Tue, 30 May 2017 21:38:49 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/05/30/devlog_w04/</guid>
    <description><![CDATA[<p>Hello Turtles,</p>
<p>So last week Monky bird and Sara catÂ commandedÂ me to fiddle with adding a networking layer to TurtleBrains and thus wasÂ to be continued for a second week, to ensure that the networking layer could be used on Windows as well as Mac and Linux. Long ago I remember a teacher or someone experienced talk about how the sockets in WinSock are straight-forward and based on sockets used in unix systems. For the most part that is true, but</p>]]></description>
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<item>
    <title>mDevelopmentLog[3] = Networking</title>
    <link>https://timbeaudet.com/blog/2017/05/22/devlog_w03/</link>
    <pubDate>Mon, 22 May 2017 00:55:02 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/05/22/devlog_w03/</guid>
    <description><![CDATA[<p>Hello Turtles,</p>
<p>This blog post is a week delayed, and I apologize for that. Essentially during the week was spent being ordered by Monky Bird and Sara Cat to revamp the old networking code I’ve had laying around since 2009 and before, and bring it up to TurtleBrains standards, or at least start</p>]]></description>
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<item>
    <title>mDevelopmentLog[2] = “Racing Against Keyboard Failures”</title>
    <link>https://timbeaudet.com/blog/2017/05/16/devlog_w02/</link>
    <pubDate>Tue, 16 May 2017 23:04:31 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/05/16/devlog_w02/</guid>
    <description><![CDATA[<p>Hello Turtles,</p>
<p>This week has proved to be slightly less productive or forward moving thanÂ desired, but still, progress is progress. Moku, one of the artists I collaborated with on LudumDare 38, was kind enough to spend time and effort to improve the visuals of the Egg Drop sample/tutorial project. The finished art has not</p>]]></description>
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<item>
    <title>mDevelopmentLog[1] = “TurtleBrains to iOS”</title>
    <link>https://timbeaudet.com/blog/2017/05/09/devlog_w01/</link>
    <pubDate>Tue, 09 May 2017 00:11:02 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/05/09/devlog_w01/</guid>
    <description><![CDATA[<p>Hello Turtles,</p>
<p>Plans change. This week was no exception. I did start working on the TurtleBrains improvements that I set out and I did not start working on a top-down racing game. Instead I continued working on TurtleBrains and started porting it to iOS devices. I have also found out about <a href="https://github.com/aziz/PlainTasks" target="_blank" rel="noopener noreferrer">PlainTasks</a>, which is a Sublime Text plugin that allows quick creation and management of todo items, tasks. It even tracks when items were</p>]]></description>
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<item>
    <title>TurtleBrains now with Linux Support</title>
    <link>https://timbeaudet.com/blog/2016/11/14/turtlebrains-now-with-linux-support/</link>
    <pubDate>Mon, 14 Nov 2016 02:12:31 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/11/14/turtlebrains-now-with-linux-support/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/11/14/turtlebrains-now-with-linux-support/" target="_blank" rel="noopener noreffer "></a></p>
<p>Upon starting <a href="https://www.turtlebrains.com" target="_blank" rel="noopener noreffer ">TurtleBrains</a> it was planned to support many major platforms. <em>Not so</em> recently Linux support was added, actuallyÂ TurtleBrainsÂ had been compiling on Linux, and even running with <span style="font-family: 'Lucida Console', monospace;">#define tb_legacy_gl_forced</span> in tbi_renderer.h (or compilation settings). This of course is not very</p>]]></description>
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<item>
    <title>Automated Build System Progress</title>
    <link>https://timbeaudet.com/blog/2016/11/02/automated-build-system-progress/</link>
    <pubDate>Wed, 02 Nov 2016 23:21:12 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/11/02/automated-build-system-progress/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/11/02/automated-build-system-progress/" target="_blank" rel="noopener noreffer "></a></p>
<p>I’ve been building up to this for years, and still have someÂ cogs to put into place, but I’ve finally got a major part working; the master script. The master script is something I started about 6 months ago now, wow, and ran into some issues. First I needed it to recursively search directories and run a set of scripts that would be part of the auto build process. These scripts have been</p>]]></description>
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<item>
    <title>Hot Loading Assets</title>
    <link>https://timbeaudet.com/blog/2016/09/29/hot-loading-assets/</link>
    <pubDate>Thu, 29 Sep 2016 16:54:10 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/29/hot-loading-assets/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/?p=312&amp;preview=true" target="_blank" rel="noopener noreffer "><br>
<video autoplay="autoplay" loop="loop" muted="" width="720" height="405"><source src="https://www.timbeaudet.com/goods/videos/demos/hot\_loading\_shaders.mp4" type="video/mp4" />Your browser does not support the video tag.</video><br>
</a></p>
<p>After a random discussion on in the <a href="http://ludumdare.com/compo/irc/" target="_blank" rel="noopener noreffer ">#LudumDare</a> irc channel about directory watching and the desire to get a normal mapping shader implemented one Saturday morning I decided toÂ develop and integrate “hot loading”Â shaders scripts.Â Never heard of hot-loading assets, well the bestÂ description I can give is: <span style="text-decoration: underline;"><strong>Flipping Magical</strong></span>. No really, I can open GameÂ _Project_Â and change an asset file, like the script, hit save, and watch the effects be appliedÂ <em><strong>immediately</strong></em><strong>.</strong> It is not that difficultÂ to setup.</p>]]></description>
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<item>
    <title>Spline Editor For Fencing</title>
    <link>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</link>
    <pubDate>Sun, 18 Sep 2016 02:45:41 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/" target="_blank" rel="noopener noreffer "></a><br>
Racetracks have a lot of fencing, andÂ placing each section of fencingÂ section by sectionÂ would be a daunting task, soÂ I spent the last few hobby development sessionsÂ creating a way to edit a spline that could be attached to an object to place the fence.Â Last year I had my first experience with bezier curves when IÂ </p>]]></description>
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