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	<title>Ploobs &#187; All Posts</title>
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	<description>Creators of Ploobs Engine, OpenSource XNA GameEngine.</description>
	<lastBuildDate>Mon, 29 Apr 2013 23:45:42 +0000</lastBuildDate>
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		<title>C# Artemis Entity System Tutorial</title>
		<link>http://ploobs.com.br/?p=2396&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=c-artemis-entity-system-tutorial</link>
		<comments>http://ploobs.com.br/?p=2396#comments</comments>
		<pubDate>Mon, 29 Apr 2013 23:11:14 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Divulgação]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[artemis]]></category>
		<category><![CDATA[entity system]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2396</guid>
		<description><![CDATA[Artemis is a high performance Entity System framework for games, originally written in Java by Arni Arent and Tiago Costa, now ported to C#. Its goal is to provide a clean API to abstract your game world organization into entities, components and systems. Artemis has no dependencies (for PC, in Xbox and Windows Phone 7 we have [...]]]></description>
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		<item>
		<title>Implementing a Render Queue for Games</title>
		<link>http://ploobs.com.br/?p=2378&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=implementing-a-render-queue-for-games</link>
		<comments>http://ploobs.com.br/?p=2378#comments</comments>
		<pubDate>Wed, 03 Apr 2013 23:30:44 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Computacao Grafica]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[Performance]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[xnagraphics]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2378</guid>
		<description><![CDATA[Rendering a complex scenes is far from a straightforward task. In a world with Directx 11 multithreading, multicores CPUs, lots of multipass techniques, agressive culling, lots of GPU state transitions &#8230;. it is not simple to design a render that handles well all of those requirements. This article will show how to implement a simple strategy [...]]]></description>
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		<title>Artemis Entity System for Games now on Nuget</title>
		<link>http://ploobs.com.br/?p=2351&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=artemis-entity-system-now-on-nuget</link>
		<comments>http://ploobs.com.br/?p=2351#comments</comments>
		<pubDate>Mon, 04 Mar 2013 23:19:51 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[artemis]]></category>
		<category><![CDATA[entity system]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2351</guid>
		<description><![CDATA[Our New version of Artemis Entity System (1.2.0) is now avaliable on Nuget (Packet Manager for .Net). Installing Artemis is easier than ever. Check it out: http://nuget.org/packages/Artemis This new version contains some refactoring (namespaces, function and parameter names) and minor performance improve changes. No extra funcionality added. Enjoy !!! All the changes and the source code [...]]]></description>
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		<title>New Version C# Entity System Artemis Released</title>
		<link>http://ploobs.com.br/?p=2328&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-version-c-entity-system-artemis-released</link>
		<comments>http://ploobs.com.br/?p=2328#comments</comments>
		<pubDate>Thu, 31 Jan 2013 12:00:16 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[artemis]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2328</guid>
		<description><![CDATA[After quite a long time, we are releasing a new version of our C# Entity System called Artemis. It was born as a port of the original Java Artemis, but as the time is passing, they are diverging more and more. In this version we started to use more .Net Features (like Data Attributes and [...]]]></description>
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		<title>C# Wrappers of RVO2 Libraries now in Git Repo</title>
		<link>http://ploobs.com.br/?p=2323&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=c-wrappers-of-rvo2-libraries-now-in-git-repo</link>
		<comments>http://ploobs.com.br/?p=2323#comments</comments>
		<pubDate>Sat, 26 Jan 2013 12:00:32 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2323</guid>
		<description><![CDATA[Our Wrapper of the C++ RVO2 and C++ RVO3D Library was uploaded to Git Repo and can be found here: https://github.com/tpastor/CSharpRVO. Those libraries are extensively used for multi agent simulation (like crowd ) Enjoy ! Bookmark It Hide Sites]]></description>
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		<slash:comments>2</slash:comments>
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		<title>Releasing TelemetrySystem For The Game F1 2012</title>
		<link>http://ploobs.com.br/?p=2314&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=releasing-f1-2012-telemetrysystem</link>
		<comments>http://ploobs.com.br/?p=2314#comments</comments>
		<pubDate>Thu, 17 Jan 2013 00:21:21 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2314</guid>
		<description><![CDATA[F1 2012  is one of the games i most enjoy playing. (with the steering wheel =P). Since the F1 2010, the thing that i always wanted was a telemetry system. I wanted to be able to change a single car parameter and see how it actually affects my lap. Instead of waiting for the codemaster to [...]]]></description>
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		<title>Car Physics Simulation</title>
		<link>http://ploobs.com.br/?p=2278&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=car-physics-simulation</link>
		<comments>http://ploobs.com.br/?p=2278#comments</comments>
		<pubDate>Fri, 04 Jan 2013 12:00:55 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2278</guid>
		<description><![CDATA[Recentely i worked in a car simulation program that aimed to gather information from a real device and replay it (with some customs overlays) in an Virtual 3D environment. The biggest problem i got was finding properly references and learning resources. (surprisely, is hard to find good material about this subject =P). In this post [...]]]></description>
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		<item>
		<title>Triangle Rasterizer with Perspective Correction</title>
		<link>http://ploobs.com.br/?p=2281&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=implementing-a-triangle-rasterizer</link>
		<comments>http://ploobs.com.br/?p=2281#comments</comments>
		<pubDate>Tue, 20 Nov 2012 17:44:08 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>
		<category><![CDATA[Computacao Grafica]]></category>
		<category><![CDATA[Full Samples]]></category>
		<category><![CDATA[barycentric]]></category>
		<category><![CDATA[trinagle rasterizer]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2281</guid>
		<description><![CDATA[Some years ago i implemented a full Software Render (learning purpose) using just regular C#. Some days ago i was desperate trying to find a good Triangle rasterizer with perspective correction and then i remembered about the code i had written ! The following code shows a barycentric Triangle Rasterizer (i did not put the [...]]]></description>
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		<item>
		<title>Weak Reference in C#</title>
		<link>http://ploobs.com.br/?p=2234&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=weak-reference-in-c</link>
		<comments>http://ploobs.com.br/?p=2234#comments</comments>
		<pubDate>Mon, 12 Nov 2012 12:00:00 +0000</pubDate>
		<dc:creator>tpastor</dc:creator>
				<category><![CDATA[All Posts]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2234</guid>
		<description><![CDATA[We know that C# is a garbage-collected language. This usually means that we (programmers) don&#8217;t need to explicitly free our own memory. When we talk about a reference to an object in .NET (and in most other garbage collected languages), we are talking about a &#8220;strong&#8221; reference. As long as that reference exists, the garbage [...]]]></description>
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		<item>
		<title>Apresentação SBGAMES 2012</title>
		<link>http://ploobs.com.br/?p=2257&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=apresentacao-sbgames-2012</link>
		<comments>http://ploobs.com.br/?p=2257#comments</comments>
		<pubDate>Tue, 06 Nov 2012 23:16:11 +0000</pubDate>
		<dc:creator>bruno.duartec</dc:creator>
				<category><![CDATA[All Posts]]></category>

		<guid isPermaLink="false">http://ploobs.com.br/?p=2257</guid>
		<description><![CDATA[Olá pessoal, durante a SBGAMES 2012 apresentamos um tutorial sobre um overview de inteligência artificial para jogos passando por um caso de estudo do jogo Left 4 Dead Artificial Inteligence for Games an Overview SBGAMES 2012 from Bruno Duarte AI-EVOLUTION-SBGAMES2012 Bookmark It Hide Sites]]></description>
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