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	<title>Anteru's blog &#187; Anteru</title>
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	<link>http://anteru.net</link>
	<description>Graphics, programming &#38; software engineering</description>
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		<item>
		<title>Canonical include files for frameworks &amp; libraries</title>
		<link>http://anteru.net/2012/03/16/1871/</link>
		<comments>http://anteru.net/2012/03/16/1871/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 07:00:27 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[build systems]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maintenance]]></category>
		<category><![CDATA[visual studio 2010]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1871</guid>
		<description><![CDATA[My research framework has gotten quite big over the years; the version my clients use at the moment comes with over 400 header files containing nearly 1000 classes. All of this is organized into several libraries (Core, Engine, Image, etc.) &#8230; <a href="http://anteru.net/2012/03/16/1871/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Minimal setup screen space quads: No buffers/layouts required</title>
		<link>http://anteru.net/2012/03/03/1862/</link>
		<comments>http://anteru.net/2012/03/03/1862/#comments</comments>
		<pubDate>Sat, 03 Mar 2012 07:00:44 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[directx11]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1862</guid>
		<description><![CDATA[A neat trick that Rory Driscoll  mentioned on Twitter is to use vertex IDs to generate screen space quads. I just recently came around to use that in my stuff, so here&#8217;s some ready-to-use code. The advantage of using the &#8230; <a href="http://anteru.net/2012/03/03/1862/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://anteru.net/2012/03/03/1862/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Using right/left-handed viewing systems with both DirectX &amp; OpenGL</title>
		<link>http://anteru.net/2011/12/27/1830/</link>
		<comments>http://anteru.net/2011/12/27/1830/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 07:00:36 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1830</guid>
		<description><![CDATA[One problem many 3D graphics beginners run into is left/right-handed view matrices. In many cases, beginners get stuck with left-handed coordinate systems because they start with DirectX. Worse of all, some sources on the web claim that DirectX somehow mandates &#8230; <a href="http://anteru.net/2011/12/27/1830/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>OpenCL for realtime rendering: What&#8217;s missing?</title>
		<link>http://anteru.net/2011/12/06/1815/</link>
		<comments>http://anteru.net/2011/12/06/1815/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 17:00:38 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[opencl]]></category>
		<category><![CDATA[realtime graphics]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1815</guid>
		<description><![CDATA[I&#8217;m a heavy user of OpenCL, relying on it exclusively for all my highly parallel computing needs. Recently, I started using OpenCL as a replacement for DirectCompute for a DirectX11 based renderer, and while it&#8217;s close, there is still a &#8230; <a href="http://anteru.net/2011/12/06/1815/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Proof: Free range teapots in the land of Point Reyes</title>
		<link>http://anteru.net/2011/09/24/1778/</link>
		<comments>http://anteru.net/2011/09/24/1778/#comments</comments>
		<pubDate>Sat, 24 Sep 2011 07:00:33 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1778</guid>
		<description><![CDATA[I think this is the first documented sighting of teapots at the Point Reyes:]]></description>
		<wfw:commentRss>http://anteru.net/2011/09/24/1778/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>C++, ownership and shared_ptr</title>
		<link>http://anteru.net/2011/09/12/1773/</link>
		<comments>http://anteru.net/2011/09/12/1773/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 07:00:53 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[best practices]]></category>
		<category><![CDATA[c++]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1773</guid>
		<description><![CDATA[I&#8217;m a big fan of C++ shared_ptr &#8212; or I should rather say, I used to be a big fan. Lately I ran into some issues where the &#8220;shared ownership&#8221; model promoted by liberate use of shared_ptr started to make &#8230; <a href="http://anteru.net/2011/09/12/1773/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://anteru.net/2011/09/12/1773/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Ava source code is now public</title>
		<link>http://anteru.net/2011/09/06/1766/</link>
		<comments>http://anteru.net/2011/09/06/1766/#comments</comments>
		<pubDate>Tue, 06 Sep 2011 07:00:22 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[scripting]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1766</guid>
		<description><![CDATA[A dear reader asked whether the Ava source code is public, and yes, it is now! Ava is a small video-processing tool I&#8217;ve been using for producing videos for publications (I have already blogged everything interesting about it.) It took &#8230; <a href="http://anteru.net/2011/09/06/1766/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC Europe 2011: Day 3, with a tiny amount of Gamescom</title>
		<link>http://anteru.net/2011/08/17/1756/</link>
		<comments>http://anteru.net/2011/08/17/1756/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 22:30:10 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gamescom]]></category>
		<category><![CDATA[gdc]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1756</guid>
		<description><![CDATA[Last day of the GDC, and three talks for me. The first one was &#8220;The three eras of Gaming&#8221; by Richard Garriot, His three eras were: Single-player games, massive-multiplayer games and finally social games, with the last category being rather &#8230; <a href="http://anteru.net/2011/08/17/1756/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://anteru.net/2011/08/17/1756/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC Europe 2011: Day 2</title>
		<link>http://anteru.net/2011/08/16/1743/</link>
		<comments>http://anteru.net/2011/08/16/1743/#comments</comments>
		<pubDate>Tue, 16 Aug 2011 21:30:22 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdceurope]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1743</guid>
		<description><![CDATA[As expected, the GDC night was a long one so I decided to skip the first slot of the second day and went straight for IllFonic&#8216;s CryEngine 3 talk. I was hoping for some interesting war-stories, and at the least &#8230; <a href="http://anteru.net/2011/08/16/1743/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://anteru.net/2011/08/16/1743/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GDC Europe 2011: Day 1</title>
		<link>http://anteru.net/2011/08/15/1730/</link>
		<comments>http://anteru.net/2011/08/15/1730/#comments</comments>
		<pubDate>Mon, 15 Aug 2011 19:00:56 +0000</pubDate>
		<dc:creator>Anteru</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[conference]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[gdceurope]]></category>

		<guid isPermaLink="false">http://anteru.net/?p=1730</guid>
		<description><![CDATA[The first day at the GDC Europe, and time for a live-reporting experiment. I&#8217;ll try to blog a daily summary of the talks I&#8217;ve seen at the GDC; let&#8217;s see how this works out. The first talk I went into &#8230; <a href="http://anteru.net/2011/08/15/1730/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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