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	<title>Kyle Schouviller &#187; HLSL</title>
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	<link>http://www.kyleschouviller.com</link>
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		<title>Procedural Terrain Generation</title>
		<link>http://www.kyleschouviller.com/xna/procedural-terrain-generation/</link>
		<comments>http://www.kyleschouviller.com/xna/procedural-terrain-generation/#comments</comments>
		<pubDate>Tue, 12 Aug 2008 18:55:51 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.kyleschouviller.com/xna/procedural-terrain-generation/</guid>
		<description><![CDATA[This is something I&#8217;ve had in a semi-finished state for a long time.  It&#8217;s just had a bug I haven&#8217;t had time to really look at for a while, and the shader wasn&#8217;t that special.  This is a terrain generator with a focus on RTS-style terrain.  That means clearly walkable and non-walkable [...]]]></description>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Wisp Source</title>
		<link>http://www.kyleschouviller.com/xna/wisp-source/</link>
		<comments>http://www.kyleschouviller.com/xna/wisp-source/#comments</comments>
		<pubDate>Sun, 10 Aug 2008 09:59:29 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[CSharp]]></category>
		<category><![CDATA[Code Bits]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[XNA]]></category>

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		<description><![CDATA[Because Mykre couldn&#8217;t wait to see it, here&#8217;s the source code for the wisp demo I recently made.  I cleaned up the code a bit and added pretty liberal comments so you can really tell what&#8217;s going on.  Let me know what you think!

Download the Source Code
]]></description>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Wispy UI Background</title>
		<link>http://www.kyleschouviller.com/xna/wispy-ui-background/</link>
		<comments>http://www.kyleschouviller.com/xna/wispy-ui-background/#comments</comments>
		<pubDate>Sat, 09 Aug 2008 19:44:25 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[XNA]]></category>

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		<description><![CDATA[The other day I had a chance to look at the PS3&#8217;s UI, and I just couldn&#8217;t get over the slowly-moving, wavy shape in the background.  So I figured I&#8217;d make it in XNA.  I was pretty close on my guess about how it worked.

It just uses a constantly deforming plane and a [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Alpha of Screensaver Available</title>
		<link>http://www.kyleschouviller.com/xna/alpha-of-screensaver-available/</link>
		<comments>http://www.kyleschouviller.com/xna/alpha-of-screensaver-available/#comments</comments>
		<pubDate>Sat, 01 Mar 2008 13:11:22 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.kyleschouviller.com/xna/alpha-of-screensaver-available/</guid>
		<description><![CDATA[I&#8217;ve completed an alpha version of the screen saver I&#8217;ve been talking about, and it&#8217;s now available for download.
Get it here
Edit: The screen saver works!  Just copy ParticleLife.scr and FlatRedBall.dll to your Windows/System32 directory, then right click ParticleLife.scr and select Install.

To run this you&#8217;ll need to copy the .scr and .dll to the windows [...]]]></description>
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		<slash:comments>7</slash:comments>
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		<title>GPU Particles</title>
		<link>http://www.kyleschouviller.com/xna/gpu-particles/</link>
		<comments>http://www.kyleschouviller.com/xna/gpu-particles/#comments</comments>
		<pubDate>Thu, 28 Feb 2008 23:14:23 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Video Demo]]></category>
		<category><![CDATA[XNA]]></category>

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		<description><![CDATA[Check this out: 10,000 particles running on my new system (with no gfx card!) at a consistent 30fps, all with different velocities, distance blurring, etc.:

I had 65,000 running just fine, but it rendered as a big white blob, which didn&#8217;t look very presentable.  I&#8217;ll cover the techniques behind this sample soon, along with providing [...]]]></description>
		<wfw:commentRss>http://www.kyleschouviller.com/xna/gpu-particles/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
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		<title>HLSL is More Strict on the Xbox 360</title>
		<link>http://www.kyleschouviller.com/xna/hlsl-is-more-strict-on-the-xbox-360/</link>
		<comments>http://www.kyleschouviller.com/xna/hlsl-is-more-strict-on-the-xbox-360/#comments</comments>
		<pubDate>Sun, 25 Feb 2007 15:32:13 +0000</pubDate>
		<dc:creator>Kyle Schouviller</dc:creator>
				<category><![CDATA[CSharp]]></category>
		<category><![CDATA[Code Bits]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Graphics Programming]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/hlsl-is-more-strict-on-the-xbox-360/</guid>
		<description><![CDATA[I ran into this problem recently, and I thought it would be a good point to note, especially for anyone who doesn&#8217;t have access to an Xbox but would like their code to work on one.
When writing shaders, remember that the Xbox is more strict than a PC.  Make sure your input parameters match [...]]]></description>
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		<slash:comments>0</slash:comments>
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