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        <title>Drag[en]gine Wiki</title>
        <description></description>
        <link>http://dragengine.rptd.ch/wiki/</link>
        <lastBuildDate>Thu, 06 May 2010 18:12:29 +0200</lastBuildDate>
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            <title>Drag[en]gine Wiki</title>
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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 +0200</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 +0200</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 +0200</pubDate>
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            <title>epsylon:vegetationsystem - created</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/epsylon:vegetationsystem?rev=1239929903&amp;do=diff</link>
            <description>Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Creating rich sceneries can take a lot of time for a mapper if he has to hand place plants and other kinds of flora. Furthermore creating naturally looking environments is tricky doing by hand especially s…</description>
            <author>dragonlord</author>
        <category>epsylon</category>
            <pubDate>Fri, 17 Apr 2009 02:58:23 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:propfields - created</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:propfields?rev=1239927734&amp;do=diff</link>
            <description>Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Placing large numbers of props though using Components is very slow since they are rather heavy weight. In addition such scenery props are usually redundant which means that they are not required for the g…</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Fri, 17 Apr 2009 02:22:14 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:main</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:main?rev=1239926563&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>Fri, 17 Apr 2009 02:02:43 +0200</pubDate>
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        <item>
            <title>gamedev:sensors - created</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:sensors?rev=1230143769&amp;do=diff</link>
            <description>No game would be complete without the AI sensing the environment to be smart or preventing actors from walking across obstacles like they are big huge blocks. Sensors are something which many games neglect although they are important. The Drag[en]gine does not only provide sensors for simplifying and improving AI and collision detection it also improves tasks which otherwise can be expensive. For this various types of sensors are provided by the Drag[en]gine.</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Wed, 24 Dec 2008 19:36:09 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:animators - created</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:animators?rev=1230141402&amp;do=diff</link>
            <description>Animations are a central point in any game as they give life to 3D models. When it comes down to animation systems there exists in general three types: animation sequence, parametric animation and procedural animation. Furthermore animations can be classified as static or dynamic. The animator system combines all three types of animations providing a rich set of possibilities to create all kinds of animations. The following list describes briefly the three animation types.</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Wed, 24 Dec 2008 18:56:42 +0200</pubDate>
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        <item>
            <title>gamedev:renderables - created</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:renderables?rev=1221786337&amp;do=diff</link>
            <description>Skins provide only static texture content to be applied to meshes. Transforms can be used to manipulate the texture coordinates to create simple textures giving the impression to be dynamic. For fully dynamic textures though you need renderables. For most texture properties a renderable name can be specified. This name identifies uniquely a renderable in the parent component. Once a renderable with the matching name exists the content of the texture property uses the content found in the rendera…</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Fri, 19 Sep 2008 03:05:37 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:localization</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:localization?rev=1218924185&amp;do=diff</link>
            <description>Localizing a game is always a time consuming process especially if the game has not been designed with this goal in the first place. The Drag[en]gine provides a simple system to localize games. The advantage of this system is the transparency to the game developer. Adding a new language to a game consists of simply adding a new language resource file, loading the file and using it to retrieve translations from. The localization system composes of two major components.</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Sun, 17 Aug 2008 00:03:05 +0200</pubDate>
        </item>
        <item>
            <title>dragengine:about</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/dragengine:about?rev=1217603647&amp;do=diff</link>
            <description>You might already be wondering how did the game engine received this rather strange name. This name is the result of a little word play with the words 'dragon' and 'engine' (as in “game engine”) using their phonetic writing. For “dragon” this is ['drægən] and for “engine” it is ['endʒin]. The common characters (en) at the end and the begining of each word seemed to be forming a link between them and inspired the concatenation to Drag[en]gine. 
From there on the game engine had received its name.…</description>
            <author>dragonlord</author>
        <category>dragengine</category>
            <pubDate>Fri, 01 Aug 2008 17:14:07 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:colliders</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:colliders?rev=1217544369&amp;do=diff</link>
            <description>Physics is a vast field ranging from simple kinematic physics to full dynamic rigid or soft body physics. The Drag[en]gine tries to provide a simple yet flexible system to deal with all these different kinds of physics. This topic has two major audiences. The first audience are the physics module programmers. Their interest is in adapting their level of physics simulation to the game engine. You are free to implement as much of the physics as you see fit. There are just a few things which are re…</description>
            <author>dragonlord</author>
        <category>gamedev</category>
            <pubDate>Fri, 01 Aug 2008 00:46:09 +0200</pubDate>
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