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	<title>Chaos Garden &#187; PC Games</title>
	<atom:link href="http://www.chaoseed.com/garden/category/pc-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chaoseed.com/garden</link>
	<description>Explorations into game design and creativity</description>
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		<title>Secret Project 2, Nethack</title>
		<link>http://www.chaoseed.com/garden/2008/07/06/secret-project-2-nethack/</link>
		<comments>http://www.chaoseed.com/garden/2008/07/06/secret-project-2-nethack/#comments</comments>
		<pubDate>Sun, 06 Jul 2008 06:31:52 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[PHP]]></category>
		<category><![CDATA[Secret Projects]]></category>
		<category><![CDATA[Web-Based Games]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[dwarf fortress]]></category>
		<category><![CDATA[nethack]]></category>
		<category><![CDATA[secret project 2]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=19</guid>
		<description><![CDATA[So&#8230;more work on, er, Secret Project 2. Yep. Today I had a thought. Dwarf Fortress is kind of a roguelike, isn&#8217;t it? I like its emphasis on construction. And Nethack is basically open source. Hmmm&#8230;]]></description>
			<content:encoded><![CDATA[<p>So&#8230;more work on, er, Secret Project 2. Yep.</p>
<p>Today I had a thought. <a title="Dwarf Fortress" href="http://www.bay12games.com/dwarves/">Dwarf Fortress</a> is kind of a roguelike, isn&#8217;t it? I like its emphasis on construction. And <a title="Nethack" href="http://nethack.org/">Nethack</a> is basically <a title="Nethack License" href="http://nethack.org/common/license.html">open source</a>. Hmmm&#8230;</p>
]]></content:encoded>
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		<item>
		<title>Lua, PNGs</title>
		<link>http://www.chaoseed.com/garden/2008/07/03/lua-pngs/</link>
		<comments>http://www.chaoseed.com/garden/2008/07/03/lua-pngs/#comments</comments>
		<pubDate>Fri, 04 Jul 2008 00:30:36 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[libpng]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[png]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=17</guid>
		<description><![CDATA[I&#8217;ve learned the final piece of the puzzle with regards to Lua; C functions that return values to Lua. Now I can do anything with Lua. However&#8230;I need to work on the main C++ program a bit more. I want to have an object that represents a &#8220;map&#8221;, and that map will use Lua code [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve learned the final piece of the puzzle with regards to Lua; C functions that return values to Lua. Now I can do anything with Lua. However&#8230;I need to work on the main C++ program a bit more. I want to have an object that represents a &#8220;map&#8221;, and that map will use Lua code to randomly generate itself. However, it will be a C++ object so that the game will be able to access its data quickly.</p>
<p>I&#8217;ve also learned to use <a title="libpng" href="http://www.libpng.org/pub/png/libpng.html">libpng</a>. This library allows me to read and write PNG image files. (Well, reading is handled by DirectX, so it&#8217;s the output/writing that&#8217;s the useful part.)</p>
]]></content:encoded>
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		<title>Compiling and running DirectX: Some pitfalls</title>
		<link>http://www.chaoseed.com/garden/2008/06/18/compiling-and-running-directx-some-pitfalls/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/18/compiling-and-running-directx-some-pitfalls/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 07:16:53 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[secret project 1]]></category>
		<category><![CDATA[visual studio]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=14</guid>
		<description><![CDATA[I&#8217;ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve sometimes had problems running the DirectX programs I make on other computers. I usually compile under a Debug configuration (using Visual Studio 2005). I can use the Debug option in Visual Studio to run the programs, and they work fine; I can even use Explorer to find the binaries and run them directly. However, when I give the binaries to someone else, they invariably get the oh-so-helpful &#8220;This application is configured incorrectly, reinstalling it may fix the problem&#8221;.</p>
<p>I believe I&#8217;ve figured out the real problem, and it&#8217;s actually pretty simple. I can run these binaries because <em>I have the developer version of DirectX installed</em>. The developer version has debug versions of <em>all</em> the libraries and DLLs. Therefore, I can run things compiled in a debug configuration&#8230;But most people only have the regular end-user version, and thus they can&#8217;t run my binaries. I have to compile a Release version in a Release configuration to get a binary someone else can run.</p>
<p>And today the problem extended even further. I was linking in a library (a Lua library, actually) that had been compiled in a debug configuration. Even though Lua had nothing to do with DirectX, I was still having the same error. However, when I compiled a release version of the Lua library and linked that, I was able to get the program to run on other computers.</p>
<p>So, if you&#8217;ve ever had this problem, try compiling in a Release configuration.</p>
<p>In other news, Secret Project 1 is going well&#8230;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Stuff 2, PNGs</title>
		<link>http://www.chaoseed.com/garden/2008/06/17/stuff-2-pngs/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/17/stuff-2-pngs/#comments</comments>
		<pubDate>Tue, 17 Jun 2008 05:03:53 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Secret Projects]]></category>
		<category><![CDATA[libpng]]></category>
		<category><![CDATA[png]]></category>
		<category><![CDATA[secret project 1]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=13</guid>
		<description><![CDATA[More work on Secret Project 1. Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.]]></description>
			<content:encoded><![CDATA[<p>More work on Secret Project 1.</p>
<p>Also, in order to really do justice to the procedural generation idea I had, I have to master creating PNGs programmatically. I started on that today.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Lua</title>
		<link>http://www.chaoseed.com/garden/2008/06/10/lua/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/10/lua/#comments</comments>
		<pubDate>Tue, 10 Jun 2008 04:38:22 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[scripting]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=9</guid>
		<description><![CDATA[I&#8217;ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua program that builds a room when it executes. This is a definite improvement.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally figured out the basic framework to get Lua files to load, run and work well with C++ objects. Now, instead of reading in a text file that defines, say, a room, I can read in a Lua <em>program</em> that <em>builds a room when it executes</em>. This is a definite improvement.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Platforming with Lua</title>
		<link>http://www.chaoseed.com/garden/2008/06/06/platforming-with-lua/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/06/platforming-with-lua/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 07:32:33 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[cpp]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[lua]]></category>
		<category><![CDATA[spellfish]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=7</guid>
		<description><![CDATA[Today I spent a while working with Lua. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object&#8217;s member function as a function pointer to [...]]]></description>
			<content:encoded><![CDATA[<p>Today I spent a while working with <a title="Lua" href="http://lua.org">Lua</a>. It took me a while to figure out how to get it to interface with C. It took even longer to get it to work with C++ objects! I feel like there should be a way to pass an object&#8217;s member function as a function pointer to be registered with Lua&#8230;I couldn&#8217;t quite figure it out, though. I had to bricole something up to register an object with a global variable so a global function could access it&#8230;Maybe I should write a tutorial on that subject, because there seemed to be a lack of good documentation. (There was some sample code on the <a title="Lua Users Wiki" href="http://lua-users.org/wiki/">Lua Users Wiki</a>, but it was never explained&#8230;I always feel a bit uncomfortable just plopping in code that I don&#8217;t really understand.)</p>
<p>Now, if I can start writing room-generation scripts in Lua, that will <em>really</em> be something.</p>
]]></content:encoded>
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		<item>
		<title>Platforming part 2</title>
		<link>http://www.chaoseed.com/garden/2008/06/03/platforming-part-2/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/03/platforming-part-2/#comments</comments>
		<pubDate>Tue, 03 Jun 2008 05:18:23 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=6</guid>
		<description><![CDATA[I&#8217;ve gotten the platforming engine working so you can define various &#8220;rooms&#8221; for the protagonist to wander around in. The rooms also have &#8220;doors&#8221; that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve gotten the platforming engine working so you can define various &#8220;rooms&#8221; for the protagonist to wander around in. The rooms also have &#8220;doors&#8221; that lead to different rooms. Now I just have to start randomly generating these rooms. (And, well, adding enemies and such things.)</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Platforming</title>
		<link>http://www.chaoseed.com/garden/2008/06/02/platforming/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/02/platforming/#comments</comments>
		<pubDate>Mon, 02 Jun 2008 06:30:32 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=5</guid>
		<description><![CDATA[I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.]]></description>
			<content:encoded><![CDATA[<p>I now have a nearly-complete platforming engine, written in DirectX. The only real problem is the unintended wall jump.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Short Story: Acquire; Procedural Generation Competition</title>
		<link>http://www.chaoseed.com/garden/2008/06/01/short-story-acquire-procedural-generation-competition/</link>
		<comments>http://www.chaoseed.com/garden/2008/06/01/short-story-acquire-procedural-generation-competition/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 20:32:39 +0000</pubDate>
		<dc:creator>JohnEvans</dc:creator>
				<category><![CDATA[Fiction Writing]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[deviantart]]></category>
		<category><![CDATA[directx]]></category>
		<category><![CDATA[fiction]]></category>
		<category><![CDATA[procedural generation]]></category>
		<category><![CDATA[spellfish]]></category>
		<category><![CDATA[tigsource]]></category>

		<guid isPermaLink="false">http://www.chaoseed.com/garden/?p=4</guid>
		<description><![CDATA[Today I wrote a short piece called Acquire for DeviantArt. I think putting a Creative Commons license on this piece just makes it funnier. Now I&#8217;m going to work on stuff for the TIGSource Procedural Generation Competition. My life has been so busy recently I haven&#8217;t had as much time to work on this as [...]]]></description>
			<content:encoded><![CDATA[<p>Today I wrote a short piece called <a href="http://recursive-j.deviantart.com/art/Acquire-87386633">Acquire</a> for DeviantArt. I think putting a Creative Commons license on this piece just makes it funnier.</p>
<p>Now I&#8217;m going to work on stuff for the <a title="TIGSource" href="http://tigsource.com">TIGSource</a> <a title="TIGSource Procedural Generation Competition" href="http://tigsource.com/articles/2008/05/04/tigcompo-procedural-generation">Procedural Generation Competition</a>. My life has been so busy recently I haven&#8217;t had as much time to work on this as I would have liked&#8230;I don&#8217;t know if I&#8217;ll even be able to produce something showable. But we&#8217;ll see.</p>
]]></content:encoded>
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