<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>the blogging &#187; Gaming and virtual environments</title>
	<atom:link href="http://auroralux.net/blog/category/geek/gaming-and-virtual-environments/feed/" rel="self" type="application/rss+xml" />
	<link>http://auroralux.net/blog</link>
	<description>occasional notes about this and that</description>
	<lastBuildDate>Fri, 28 May 2010 15:37:39 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Best summary so far of iPhone OS 4.0 license agreement vs Unity3D</title>
		<link>http://auroralux.net/blog/2010/04/11/best-summary-so-far-of-iphone-os-4-0-license-agreement-vs-unity3d/</link>
		<comments>http://auroralux.net/blog/2010/04/11/best-summary-so-far-of-iphone-os-4-0-license-agreement-vs-unity3d/#comments</comments>
		<pubDate>Sun, 11 Apr 2010 11:57:24 +0000</pubDate>
		<dc:creator>frank</dc:creator>
				<category><![CDATA[Gaming and virtual environments]]></category>
		<category><![CDATA[Software development]]></category>

		<guid isPermaLink="false">http://auroralux.net/blog/2010/04/11/best-summary-so-far-of-iphone-os-4-0-license-agreement-vs-unity3d/</guid>
		<description><![CDATA[tl:dr no one knows for sure yet but there sure are a lot of &#8230; opinions! 
Unity3D Answers: is-unity3d-banned-by-new-apple-sdk-licence
It&#8217;s unlikely this language is aimed at Unity, but it could easily become collateral damage in this fight.
Edit 12 April 2010: Jean-Louis Gassée gets it, which is kind of cool for me because when I worked at [...]]]></description>
		<wfw:commentRss>http://auroralux.net/blog/2010/04/11/best-summary-so-far-of-iphone-os-4-0-license-agreement-vs-unity3d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>QuickTime, Texturing, and OpenGL</title>
		<link>http://auroralux.net/blog/2007/02/26/quicktime-texturing-and-opengl/</link>
		<comments>http://auroralux.net/blog/2007/02/26/quicktime-texturing-and-opengl/#comments</comments>
		<pubDate>Mon, 26 Feb 2007 22:42:04 +0000</pubDate>
		<dc:creator>frank</dc:creator>
				<category><![CDATA[Gaming and virtual environments]]></category>
		<category><![CDATA[Software development]]></category>

		<guid isPermaLink="false">http://auroralux.net/blog/2007/02/26/quicktime-texturing-and-opengl/</guid>
		<description><![CDATA[The movies I&#8217;ve examined don&#8217;t have an alpha channel so I&#8217;m using RGB and it works fine.

			// Create an off-screen gworld where QT can draw
			gworldBuffer = calloc(width * height * 3, 1);
			QTNewGWorldFromPtr(&#038;gworld, k24RGBPixelFormat, &#038;movieBox, NULL, NULL, 0,
							gworldBuffer, movieBox.right * 3);
			gworldPixMap = GetGWorldPixMap(gworld);
			LockPixels(gworldPixMap);
			gworldPixBase = GetPixBaseAddr(gworldPixMap);

And then later on when I want to render to the texture:

			// [...]]]></description>
		<wfw:commentRss>http://auroralux.net/blog/2007/02/26/quicktime-texturing-and-opengl/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamecubing it up</title>
		<link>http://auroralux.net/blog/2006/12/08/gamecubing-it-up/</link>
		<comments>http://auroralux.net/blog/2006/12/08/gamecubing-it-up/#comments</comments>
		<pubDate>Fri, 08 Dec 2006 22:25:49 +0000</pubDate>
		<dc:creator>frank</dc:creator>
				<category><![CDATA[Gaming and virtual environments]]></category>

		<guid isPermaLink="false">http://auroralux.net/blog/2006/12/08/gamecubing-it-up/</guid>
		<description><![CDATA[That Nintendo Wii, it sure looks shiny and new, at least, the ones you see in the stores bolted to their displays look shiny and new. They don&#8217;t seem to be nearly as supply-constrained as the XBox 360 when it was released last year. When I saw how much those sold for on Ebay, I [...]]]></description>
		<wfw:commentRss>http://auroralux.net/blog/2006/12/08/gamecubing-it-up/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Second Life and libsecondlife</title>
		<link>http://auroralux.net/blog/2006/11/30/second-life-and-libsecondlife/</link>
		<comments>http://auroralux.net/blog/2006/11/30/second-life-and-libsecondlife/#comments</comments>
		<pubDate>Thu, 30 Nov 2006 13:18:06 +0000</pubDate>
		<dc:creator>frank</dc:creator>
				<category><![CDATA[Gaming and virtual environments]]></category>

		<guid isPermaLink="false">http://auroralux.net/blog/2006/11/30/second-life-and-libsecondlife/</guid>
		<description><![CDATA[Google&#8217;s link to libsecondlife says, &#8216;libsecondlife is an open source project to reverse engineer the Second Life networking protocol.&#8217; How is it &#8216;your&#8217;, i.e. the community of Second Life residents&#8217;, protocol if it has to be reverse engineered? A scalable hardware and software infrastructure capable of supporting the Second Life virtual worlds is a very [...]]]></description>
		<wfw:commentRss>http://auroralux.net/blog/2006/11/30/second-life-and-libsecondlife/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
