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	<title>Karn Bianco » Blog</title>
	
	<link>http://karnbianco.co.uk</link>
	<description>Karn Spydar Lee Bianco | Game Programmer, Freelance Writer</description>
	<lastBuildDate>Sat, 10 Dec 2011 21:58:07 +0000</lastBuildDate>
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		<title>How To Break Into The Games Industry</title>
		<link>http://karnbianco.co.uk/blog/2011/12/10/how-to-break-into-the-games-industry/</link>
		<comments>http://karnbianco.co.uk/blog/2011/12/10/how-to-break-into-the-games-industry/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 20:39:25 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Games Industry]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=311</guid>
		<description><![CDATA[How’s that for a grandiose title, eh? Hopefully it’s not an entirely unassailable goal for the following blog post, though. At the time of writing I am approximately halfway through a yearlong software internship at Rare where I’ve been working on the recently-released Kinect Sports: Season Two for the Xbox 360. In theory, then, everything [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GLEE – DirectX Engine</title>
		<link>http://karnbianco.co.uk/blog/2011/05/10/glee-directx-engine/</link>
		<comments>http://karnbianco.co.uk/blog/2011/05/10/glee-directx-engine/#comments</comments>
		<pubDate>Tue, 10 May 2011 16:55:45 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=306</guid>
		<description><![CDATA[GLEE &#8211; or graphics/game library and extensible engine &#8211; is an &#8220;under-development&#8221; engine for 3D graphics and game applications written in C++ using the DirectX rendering API. It bears absolutely no resemblance to the television show of the same name. However, if it were sentient, it would probably enjoy show tunes. Current Features Per-Pixel Lighting: [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2011/05/10/glee-directx-engine/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>4K PSP Demo: L-Systems</title>
		<link>http://karnbianco.co.uk/blog/2011/04/06/4k-psp-demo-l-systems/</link>
		<comments>http://karnbianco.co.uk/blog/2011/04/06/4k-psp-demo-l-systems/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 19:47:04 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[4K]]></category>
		<category><![CDATA[L-Systems]]></category>
		<category><![CDATA[PlayStation Portable]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=297</guid>
		<description><![CDATA[My L-System demo was written in C for the PlayStation Portable, using an official PSP Devkit. It is designed to simulate moving through a virtual forest environment, with trees growing/shrinking as the user/camera moves through the world. The camera can be manipulated on the fly, allowing users to pause, look around, and admire their surroundings [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2011/04/06/4k-psp-demo-l-systems/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ray Tracer</title>
		<link>http://karnbianco.co.uk/blog/2011/02/01/ray-tracer/</link>
		<comments>http://karnbianco.co.uk/blog/2011/02/01/ray-tracer/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 20:12:58 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[phong]]></category>
		<category><![CDATA[rasterization]]></category>
		<category><![CDATA[ray tracing]]></category>
		<category><![CDATA[raytracer]]></category>
		<category><![CDATA[reflections]]></category>
		<category><![CDATA[shadows]]></category>
		<category><![CDATA[specular]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=275</guid>
		<description><![CDATA[My simple ray tracer written in C++ demonstrates a recursive ray tracing algorithm for rendering a scene made up of 3D primitives (spheres and planes in this case). This method stands in contrast to traditional rasterization-based approaches which are typically supported by accelerated graphics hardware and used in real-time games. The following scenes were both [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2011/02/01/ray-tracer/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Let’s Learn Python!</title>
		<link>http://karnbianco.co.uk/blog/2010/12/28/lets-learn-python/</link>
		<comments>http://karnbianco.co.uk/blog/2010/12/28/lets-learn-python/#comments</comments>
		<pubDate>Tue, 28 Dec 2010 22:09:55 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Python]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=263</guid>
		<description><![CDATA[Unbeknownst to me &#8217;till recently, Google provides an excellent (and free) introductory class for learning Python, which you can find right here. I found the link via Reddit and decided that after a solid week of reaping the benefits of Steam&#8217;s holiday sale, this was a perfect excuse to get back to programming. Python is [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/12/28/lets-learn-python/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3D Software Renderer</title>
		<link>http://karnbianco.co.uk/blog/2010/12/27/3d-software-renderer/</link>
		<comments>http://karnbianco.co.uk/blog/2010/12/27/3d-software-renderer/#comments</comments>
		<pubDate>Mon, 27 Dec 2010 00:15:41 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=259</guid>
		<description><![CDATA[My 3D software renderer was written in C++ and is capable of displaying 3D models loaded from id Software&#8217;s .md2 format. It utilizes the GDI+ graphics library to set pixels on the screen, but is otherwise entirely custom code. Early implementation details can be found here. Key Features 3D Transformations Models loaded from.md2 files can [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/12/27/3d-software-renderer/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Escape From Alcatraz</title>
		<link>http://karnbianco.co.uk/blog/2010/12/23/escape-from-alcatraz/</link>
		<comments>http://karnbianco.co.uk/blog/2010/12/23/escape-from-alcatraz/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 17:03:22 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=250</guid>
		<description><![CDATA[Escape from Alcatraz is a point and click adventure game inspired by LucasArts’ graphic adventure games from the 1990s, such as The Curse of Monkey Island and Grim Fandango. It was developed using the Unreal Development Kit (UDK) over the course of several weeks. Mechanics-wise, Escape from Alcatraz is a complete game. In terms of [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/12/23/escape-from-alcatraz/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Escape from Alcatraz: Week Seven</title>
		<link>http://karnbianco.co.uk/blog/2010/11/19/escape-from-alcatraz-week-seven/</link>
		<comments>http://karnbianco.co.uk/blog/2010/11/19/escape-from-alcatraz-week-seven/#comments</comments>
		<pubDate>Fri, 19 Nov 2010 23:37:24 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[UDK]]></category>
		<category><![CDATA[CLIK]]></category>
		<category><![CDATA[Conversation System]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Inventory System]]></category>
		<category><![CDATA[Point-and-Click]]></category>
		<category><![CDATA[Scaleform]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[User Interface]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=249</guid>
		<description><![CDATA[Since my last update Escape from Alcatraz update I have implemented rudimentary conversation and inventory systems, both of which make exclusive use of Flash and Scaleform for their visual components. Please ignore the flamboyant inventory colour scheme, the various dialogue typos, the completely unrelated audio, and the implausibility of a spoon and newspaper merging into [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/11/19/escape-from-alcatraz-week-seven/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MIPS Assembly Music Sequencer</title>
		<link>http://karnbianco.co.uk/blog/2010/11/12/mips-assembly-music-sequencer/</link>
		<comments>http://karnbianco.co.uk/blog/2010/11/12/mips-assembly-music-sequencer/#comments</comments>
		<pubDate>Fri, 12 Nov 2010 23:40:00 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Console Development]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[MARS]]></category>
		<category><![CDATA[MIDI]]></category>
		<category><![CDATA[MIPS]]></category>
		<category><![CDATA[PSP]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=245</guid>
		<description><![CDATA[Using the MIPS assembly language I developed a simple music sequencer capable of playing back music stored in a custom binary format. The MIPS architecture is the basis for the PlayStation Portable&#8217;s core CPU, but for this project I was using it in a simulated environment. MARS (the MIPS Assembler and Runtime Simulator) is an [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/11/12/mips-assembly-music-sequencer/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>3D Software Renderer – Basics</title>
		<link>http://karnbianco.co.uk/blog/2010/10/26/3d-software-renderer-basics/</link>
		<comments>http://karnbianco.co.uk/blog/2010/10/26/3d-software-renderer-basics/#comments</comments>
		<pubDate>Tue, 26 Oct 2010 14:46:30 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[3D Transformation Pipeline]]></category>
		<category><![CDATA[GDI+]]></category>
		<category><![CDATA[MD2]]></category>
		<category><![CDATA[Wireframe]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=244</guid>
		<description><![CDATA[As part of my Introduction to 3D Graphics Programming module on the second year of Computer Games Programming at Derby University I am developing a 3D software renderer using C++. At its core the renderer&#8217;s purpose is to take a series of vertices which make up a model defined in 3D space and transform them [...]]]></description>
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		<slash:comments>1</slash:comments>
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