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	<title>Proxy Studios</title>
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	<link>http://www.proxy-studios.com</link>
	<description>Independent Software Developer</description>
	<lastBuildDate>Wed, 11 Jan 2012 16:22:09 +0000</lastBuildDate>
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		<title>Text Rendering Part 1: Font Rendering Basics</title>
		<link>http://www.proxy-studios.com/2011/11/text-rendering-part-1-font-rendering-basics/</link>
		<comments>http://www.proxy-studios.com/2011/11/text-rendering-part-1-font-rendering-basics/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 18:11:09 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Conquest]]></category>
		<category><![CDATA[Proxy Engine]]></category>
		<category><![CDATA[bitmap font rendering]]></category>
		<category><![CDATA[freetype]]></category>
		<category><![CDATA[hinting]]></category>
		<category><![CDATA[kerning]]></category>
		<category><![CDATA[text rendering]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=96</guid>
		<description><![CDATA[To an unknowledgeable individual, rendering text proposes itself to be quite simple. Take a texture for each character (glyph) and render it where the previous character ended. Throw all the glyphs into one texture and you have how most games render fonts – bitmap font rendering. But is that really all there is to it? ]]></description>
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		<title>Floor and Ceil Are off by One</title>
		<link>http://www.proxy-studios.com/2011/10/floor-and-ceil-are-off-by-one/</link>
		<comments>http://www.proxy-studios.com/2011/10/floor-and-ceil-are-off-by-one/#comments</comments>
		<pubDate>Sun, 16 Oct 2011 07:15:58 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[ceil]]></category>
		<category><![CDATA[double]]></category>
		<category><![CDATA[float]]></category>
		<category><![CDATA[floating point]]></category>
		<category><![CDATA[floor]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=240</guid>
		<description><![CDATA[There are dozens of articles and posts about floating point values and their accuracy problems, but I hadn&#8217;t encountered this instance of it before. Consider the following: cout &#60;&#60; (cost - research) / researchPerTurn &#60;&#60; endl; cout &#60;&#60; ceil((cost - research) / researchPerTurn) &#60;&#60; endl; with cost = 30 research = 27 researchPerTurn = 3 ]]></description>
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		<title>How Long Do You Wait? (Rebuttal)</title>
		<link>http://www.proxy-studios.com/2011/07/how-long-do-you-wait-rebuttal/</link>
		<comments>http://www.proxy-studios.com/2011/07/how-long-do-you-wait-rebuttal/#comments</comments>
		<pubDate>Sun, 24 Jul 2011 22:36:35 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Proxy Engine]]></category>
		<category><![CDATA[benchmark]]></category>
		<category><![CDATA[build system]]></category>
		<category><![CDATA[build tool]]></category>
		<category><![CDATA[cdt]]></category>
		<category><![CDATA[clang]]></category>
		<category><![CDATA[cmake]]></category>
		<category><![CDATA[compiler]]></category>
		<category><![CDATA[eclipse]]></category>
		<category><![CDATA[g++]]></category>
		<category><![CDATA[gcc]]></category>
		<category><![CDATA[linux]]></category>
		<category><![CDATA[llvm]]></category>
		<category><![CDATA[make]]></category>
		<category><![CDATA[mingw]]></category>
		<category><![CDATA[waf]]></category>
		<category><![CDATA[windows]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=162</guid>
		<description><![CDATA[After seeing truly how slow compile times with MinGW were, it wouldn&#8217;t stop bothering me. I was actively aware of how much time I was wasting and every time I hit build, I was annoyed. The computer scientist in me had to find a better solution. Compiler and build system benchmarks ensued. Jump to the ]]></description>
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		<title>How Long Do You Wait?</title>
		<link>http://www.proxy-studios.com/2011/07/how-long-do-you-wait/</link>
		<comments>http://www.proxy-studios.com/2011/07/how-long-do-you-wait/#comments</comments>
		<pubDate>Sun, 17 Jul 2011 17:02:51 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Proxy Engine]]></category>
		<category><![CDATA[cdt]]></category>
		<category><![CDATA[clang]]></category>
		<category><![CDATA[cmake]]></category>
		<category><![CDATA[eclipse]]></category>
		<category><![CDATA[g++]]></category>
		<category><![CDATA[gcc]]></category>
		<category><![CDATA[llvm]]></category>
		<category><![CDATA[mingw]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=101</guid>
		<description><![CDATA[I've been improving our font rendering again over the last one or two weeks, which in turn brought me to testing its performance towards the end. In a weird turn of events though, I found myself going around the world of operating systems and compilers trying to finally find an acceptable alternative to MinGW's slow compile times]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Conquest&#8217;s Technical Details</title>
		<link>http://www.proxy-studios.com/2010/12/conquests-technical-details/</link>
		<comments>http://www.proxy-studios.com/2010/12/conquests-technical-details/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 09:13:51 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[Conquest]]></category>
		<category><![CDATA[Proxy Engine]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=19</guid>
		<description><![CDATA[Conquest uses our fully custom-built platform-independent Proxy Engine, which is primarily based on OpenGL, OpenAL, and boost, along with a couple minor utility libraries like SDL and curl. Our main design goal for this engine is to keep things as simple as possible with a "minimal and complete" interface. A lot of engines and programs out there introduce unnecessary difficulty due to fancy naming and abundant interfaces, trying to predict every possible usage scenario and complementing it with a corresponding interface - while we try to strip things to their bare essentials. We also achieve this with 0 cost, since all our tools are free or open-source]]></description>
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		<item>
		<title>Blog is Live</title>
		<link>http://www.proxy-studios.com/2010/12/blog-is-live/</link>
		<comments>http://www.proxy-studios.com/2010/12/blog-is-live/#comments</comments>
		<pubDate>Fri, 10 Dec 2010 21:52:07 +0000</pubDate>
		<dc:creator>Rok Breulj</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.proxy-studios.com/?p=5</guid>
		<description><![CDATA[Welcome! Still working out the theme and quirks. Please be patient]]></description>
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