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        <item>
            <title>gamedev:particleemitters - [Types] </title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:particleemitters?rev=1317498851&amp;do=diff</link>
            <description>Particle emitters allow to create particles in the game world influenced by physics. Physical behavior is not mandatory but the default behavior. Particle systems are split into two individual components to simplify the process of defining and using particles. Particle emitters are defined once and are then reused multiple times using instances. Emitters support both continuous and burst like emission of particles. For fine grained control over the properties of generated particles controllers a…</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Sat, 01 Oct 2011 21:54:11 +0100</pubDate>
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            <title>gamedev:main - [General Topics] </title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:main?rev=1316110230&amp;do=diff</link>
            <description>This section contains information about creating or modifying games based on the Drag[en]gine Game Engine.

	*  Skin Texture Properties
		*  List of Texture Properties

	*  Dynamic Skins
	*  Game Worlds
	*  Handling Components
	*  Creating a Sky
		*  Sky Skin Listing</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Thu, 15 Sep 2011 20:10:30 +0100</pubDate>
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            <title>gamedev:vfs - [How it all works] </title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:vfs?rev=1311377860&amp;do=diff</link>
            <description>The Drag[en]gine provides a sophisticated Virtual File System to manage resources easy across a variety of platforms and helps a lot in patching as well as allowing customers to adjust the file system structure to their needs without huge configuration works required. The various users of the Drag[en]gine ( developers, game designers and players ) see only the virtual file system provided by the game engine and work with it like with their real disk file system just with a few differencies.</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Sat, 23 Jul 2011 01:37:40 +0100</pubDate>
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        <item>
            <title>gamedev:navigation</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:navigation?rev=1311335042&amp;do=diff</link>
            <description>[Example world to navigate]

Example world to navigate

The navigation system provides the game with the necessary tools to choose a path through the game world. Often this is simply called Path Finding. Path finding by itself though is just one part of a navigation system albeit an important one. In the Drag[en]gine the navigation problem is represented using 3 main classes. These are the Navigation Space, Navigator and Navigation Blocker classes. In the rest of this text Navigation System is u…</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Fri, 22 Jul 2011 13:44:02 +0100</pubDate>
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        <item>
            <title>gamedev:texturepropertylist</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:texturepropertylist?rev=1272979446&amp;do=diff</link>
            <description>This list contains all approved texture properties. If you implement a graphic, audio or physics module you should stick to this list. You are not required to support all texture properties mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce their content. For testing new texture properties you can of course define new properties and propose them for inclusion.</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Tue, 04 May 2010 15:24:06 +0100</pubDate>
        </item>
        <item>
            <title>epsylon:vegsysnodeedit</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/epsylon:vegsysnodeedit?rev=1239994160&amp;do=diff</link>
            <description>For editing the vegetation system to areas can be used in the World Editor. The first one is in the properties area and allows to add, remove and reorder vegetation layers as well as editing their variations. For editing the rule base the node editor is used which can be found in the same area as the 3D view ( click on the Vegetation button on top ). This editor works like most other node based editors and people familiar with those should be immediately familiar with this one. For those new to …</description>
            <author>dragonlord</author>
        <category>epsylon</category>
            <pubDate>Fri, 17 Apr 2009 20:49:20 +0100</pubDate>
        </item>
        <item>
            <title>epsylon:main</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/epsylon:main?rev=1239933750&amp;do=diff</link>
            <description>This section contains information that are specific to the Epsylon game.

	*  Scenarios and their usage
	*  Script classes
	*  Real time computers
	*  Player actions
	*  Input Processors
	*  Vegetation System
		*  Vegetation System Node Editor


These file formats are defined and recognized by the Epsylon game. They can be used to create games or modifications based on the Epsylon game code base. If you want to you can use these also for projects not based on the Epsylon game code base or write …</description>
            <author>dragonlord</author>
        <category>epsylon</category>
            <pubDate>Fri, 17 Apr 2009 04:02:30 +0100</pubDate>
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