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	<title>The Dragon Blog</title>
	<link>http://ogtrax.blogsome.com</link>
	<description>Ogtrax' news and announcements. Some general stuff too.</description>
	<pubDate>Sun, 16 Oct 2005 05:39:28 +0000</pubDate>
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		<item>
		<title>Lack of updates</title>
		<link>http://ogtrax.blogsome.com/2005/10/16/lack-of-updates/</link>
		<comments>http://ogtrax.blogsome.com/2005/10/16/lack-of-updates/#comments</comments>
		<pubDate>Sun, 16 Oct 2005 05:39:28 +0000</pubDate>
		<dc:creator>ogtrax</dc:creator>
		
	<category>Ogtrax Game Engine</category>
	<category>General</category>
		<guid>http://ogtrax.blogsome.com/2005/10/16/lack-of-updates/</guid>
		<description><![CDATA[	I have been quite busy lately, and almost forgot about this blog. I&#8217;m not dead if anyone wondered.
Recently a friend asked me about a good 3D graphics API for beginners.  I have tried lots of them before, and gave him some info. I like making them myself, but my friend sent me something he [...]]]></description>
			<content:encoded><![CDATA[	<p>I have been quite busy lately, and almost forgot about this blog. I&#8217;m not dead if anyone wondered.<br />
Recently a friend asked me about a good 3D graphics API for beginners.  I have tried lots of them before, and gave him some info. I like making them myself, but my friend sent me something he made in short time with Irrlicht. I was impressed, cause when I tried Irrlicht some time ago, it was not that great. So I immediatly got interested in it again. So I downloaded the newest version, and were amazed at how good it had become. So now I&#8217;m currently in progress of setting up a basic framework, which I will use for some of my future &#038; current projects. I will be utilizing Irrlicht for graphics &#038; input(might use another input API later), FMOD for sound &#038; RakNet for networking. I might even use this for the OgtraX Game Engine. But that would require a huge rewrite, but the benefits are great. Since OGE at the moment is DirectX9 only I&#8217;m limited to Windows. With Irrlicht I can use DX9,DX8 &#038; OpenGL, and Irrlicht is linux ready, meaning OGE will reach out to a larger userbase.
</p>
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		<title>Snowman Legacy</title>
		<link>http://ogtrax.blogsome.com/2005/07/22/snowman-legacy/</link>
		<comments>http://ogtrax.blogsome.com/2005/07/22/snowman-legacy/#comments</comments>
		<pubDate>Fri, 22 Jul 2005 12:33:40 +0000</pubDate>
		<dc:creator>ogtrax</dc:creator>
		
	<category>General</category>
		<guid>http://ogtrax.blogsome.com/2005/07/22/snowman-legacy/</guid>
		<description><![CDATA[	Haven&#8217;t updated in a while but I have been very busy. I&#8217;m putting the GBA devkit review on hold for a while since I can&#8217;t get a hold of documentation for SV4. 
	I have also started working on a game called Snowman Legacy, which is just something I do for fun. It&#8217;s based on SDL. [...]]]></description>
			<content:encoded><![CDATA[	<p>Haven&#8217;t updated in a while but I have been very busy. I&#8217;m putting the GBA devkit review on hold for a while since I can&#8217;t get a hold of documentation for SV4. </p>
	<p>I have also started working on a game called Snowman Legacy, which is just something I do for fun. It&#8217;s based on SDL. It&#8217;s just a spoof. A parody based on movies &#038; games. It will contain many movie &#038; game cliché&#8217;s. It might take a while until I finish it, since I make it just for fun and it&#8217;s not a top priority.</p>
	<p>Also next week me and the band are going to the studio to record some songs. This will mostly be old Sonic songs and a couple of our own. They will be metal interpretations. They will be used in some of the games in making</p>
	<p>I think that&#8217;s it for this update.  Not much too update since I have been quite busy
</p>
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		<title>GBA dev-kit comparison and review</title>
		<link>http://ogtrax.blogsome.com/2005/07/15/gba-dev-kit-comparison-and-review/</link>
		<comments>http://ogtrax.blogsome.com/2005/07/15/gba-dev-kit-comparison-and-review/#comments</comments>
		<pubDate>Fri, 15 Jul 2005 17:58:09 +0000</pubDate>
		<dc:creator>ogtrax</dc:creator>
		
	<category>General</category>
		<guid>http://ogtrax.blogsome.com/2005/07/15/gba-dev-kit-comparison-and-review/</guid>
		<description><![CDATA[	After seeing a post on SFGHQ about a new Sonic fangame for GBA I wanted to know more about developing for GBA. I know from before of the Sonic fangame for GBA called Sonic Epoch which uses the SV4 engine made by Rob Showalter who also is making Sonic Epoch. I didn&#8217;t realise until earlier [...]]]></description>
			<content:encoded><![CDATA[	<p>After seeing a post on SFGHQ about a new Sonic fangame for GBA I wanted to know more about developing for GBA. I know from before of the Sonic fangame for GBA called Sonic Epoch which uses the SV4 engine made by Rob Showalter who also is making Sonic Epoch. I didn&#8217;t realise until earlier today that the engine was released to the public.</p>
	<p>So I received a copy from USC from the SFGHQ forum since the official site is down. Apparently it is a set of tools and a pre-compiled runtime. So it will let you make the game much easier than programming it all. From what I know it makes all the project files into a object which is then combined with the pre-compiled runtime. This seams like a good and easy way to make a game for GBA.</p>
	<p>But I also want to try a C / C++ devkit first for comparison. So I found a lib called <a href="http://www.ngine.de/index.jsp?pageid=3510">HAMlib</a>. I downloaded it and installed it.</p>
	<p>So I will know create a small game and see whether HAMlib or SV4 is the better. It&#8217;s pretty obvious that HAMlib is the more powerful , but if SV4 can speed up development time and also have the necessery features to make a great game I don&#8217;t see why not to use it over HAMlib.<br />
As it is stupid to use a lib just because of its features if you dont use it.</p>
	<p>And I thought about creating a review of them. I will update this entry with my experiences along the way. Also I will start with HAMlib since I haven&#8217;t got a hold of some documentation for SV4 .</p>
	<p>These are the criteria&#8217;s I will look at : Features , development time , memory handling , speed , sprite and general graphics handling, and a overall rating.</p>
	<p>Just got started with HAMlib and I must say I like it already. It&#8217;s easy to use and powerful at the same time. SV4 will have a hard time matching it. The handling of graphics are great and it supports rotation of both bg&#8217;s and sprites. </p>
	<p>Update: Haven&#8217;t done anything on the review today as I have been busy with real life stuff. If I have time tomorrow I will try to finish the HAMlib version.
</p>
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		<item>
		<title>Ogtrax Menu system</title>
		<link>http://ogtrax.blogsome.com/2005/07/15/ogtrax-menu-system/</link>
		<comments>http://ogtrax.blogsome.com/2005/07/15/ogtrax-menu-system/#comments</comments>
		<pubDate>Fri, 15 Jul 2005 01:30:30 +0000</pubDate>
		<dc:creator>ogtrax</dc:creator>
		
	<category>Ogtrax Game Engine</category>
		<guid>http://ogtrax.blogsome.com/2005/07/15/ogtrax-menu-system/</guid>
		<description><![CDATA[	I have done some work and created a menu system. This is for the main menu at the moment but I will make it appliable to a ingame menu too. Also I have never seen a menu system in a engine before so it&#8217;s quite unique. To all you programmers out there who wonder how [...]]]></description>
			<content:encoded><![CDATA[	<p>I have done some work and created a menu system. This is for the main menu at the moment but I will make it appliable to a ingame menu too. Also I have never seen a menu system in a engine before so it&#8217;s quite unique. To all you programmers out there who wonder how it works I will post the prototype functions and how to use them here:</p>
	<p>void CreateMenu(int colR, int colG ,int ColB,int cellSizeX,int cellSizeY,int screenPosX,int screenPosY);</p>
	<p>int CreateMenuCell(char* cellCaption,FONT cellFont);</p>
	<p>CreateMenu(128,128,128,152,32.472,196);<br />
CreateMenuCell(&#8221;NEW GAME&#8221;,menufont);<br />
CreateMenuCell(&#8221;LOAD GAME&#8221;,menufont);<br />
CreateMenuCell(&#8221;SAVE&#8221;,menufont);<br />
CreateMenuCell(&#8221;OPTIONS&#8221;,menufont);<br />
CreateMenuCell(&#8221;INTRO&#8221;,menufont);<br />
CreateMenuCell(&#8221;EXIT GAME&#8221;,menufont);<br />
CreateMenuCell(&#8221;UPDATE&#8221;,menufont);</p>
	<p>This should all be pretty self explanatory.  And to the result. This is the menu for a game in progress which I&#8217;m making alongside the Ogtrax engine.<br />
<img src="http://img293.imageshack.us/img293/745/sbmwithmenu2small9ou.png" alt="Main Menu of Soul Beast Magnum" /><br />
You can probably see that the image is resized which is why the image doesn&#8217;t fit the code above. If you double the size of the image you will see it. <a href="http://img293.imageshack.us/img293/2065/sbmwithmenu24oa.png">Link to bigger image</a>
</p>
]]></content:encoded>
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	</item>
		<item>
		<title>First entry</title>
		<link>http://ogtrax.blogsome.com/2005/07/14/mmf-extension/</link>
		<comments>http://ogtrax.blogsome.com/2005/07/14/mmf-extension/#comments</comments>
		<pubDate>Thu, 14 Jul 2005 21:43:28 +0000</pubDate>
		<dc:creator>ogtrax</dc:creator>
		
	<category>General</category>
		<guid>http://ogtrax.blogsome.com/2005/07/14/mmf-extension/</guid>
		<description><![CDATA[	This is the first entry to this blog. This is mostly of my programming projects. There are alot of them at the moment. Since I&#8217;m involved in the Sonic fangaming scene many projects are dedicated to Sonic fangames. The project I&#8217;m currently working on is these:
Ogtrax Game engine ( A commercial game engine )
Sonic Extension [...]]]></description>
			<content:encoded><![CDATA[	<p>This is the first entry to this blog. This is mostly of my programming projects. There are alot of them at the moment. Since I&#8217;m involved in the Sonic fangaming scene many projects are dedicated to Sonic fangames. The project I&#8217;m currently working on is these:<br />
Ogtrax Game engine ( A commercial game engine )<br />
Sonic Extension for MMF<br />
Sonic plugin for 3DGS<br />
Sonic Maker Suite - A set of tools to make more out of the Extension , Plugin and for the free -Ogtrax lite ( Ogtrax SDK - no sources for the run-time ).</p>
	<p>The progress on the MMF extension is faster than I expected.  By making a wrapper for the instructions I use the most I save a lot of time. This is stuff like repositioning an object and updating the object and redraw collision hull. I started on movement yesterday and I have somewhat crippled movement. Not good enough for a release. I expect to have a alpha ready for public testing by the end of the week.
</p>
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