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        <title>Drag[en]gine Wiki gamedev</title>
        <description></description>
        <link>http://dragengine.rptd.ch/wiki/</link>
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            <title>gamedev:animators</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>
        <category>gamedev</category>
            <pubDate>Wed, 24 Dec 2008 18:56:42 +0200</pubDate>
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        <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>
        <category>gamedev</category>
            <pubDate>Fri, 01 Aug 2008 00:46:09 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:lighting</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:lighting?rev=1217524495&amp;do=diff</link>
            <description>TODO

	*  Game Development Informations
	*  Main page</description>
        <category>gamedev</category>
            <pubDate>Thu, 31 Jul 2008 19:14:55 +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>
        <category>gamedev</category>
            <pubDate>Sun, 17 Aug 2008 00:03:05 +0200</pubDate>
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        <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>
        <category>gamedev</category>
            <pubDate>Fri, 17 Apr 2009 02:02:43 +0200</pubDate>
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        <item>
            <title>gamedev:propfields</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>
        <category>gamedev</category>
            <pubDate>Fri, 17 Apr 2009 02:22:14 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:renderables</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>
        <category>gamedev</category>
            <pubDate>Fri, 19 Sep 2008 03:05:37 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:sensors</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>
        <category>gamedev</category>
            <pubDate>Wed, 24 Dec 2008 19:36:09 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:shapes</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:shapes?rev=1206828304&amp;do=diff</link>
            <description>Shapes are used mainly in colliders to define the over all shape of a collider. Shapes can though also be used for Debug Drawers which allows to display physics structures easily. Shapes are analytical geometry and always convex. Combining shapes is always an union. Hence combined shapes can very well be concave but not the individual shapes itself.</description>
        <category>gamedev</category>
            <pubDate>Sat, 29 Mar 2008 23:05:04 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:skinproperties</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:skinproperties?rev=1209240392&amp;do=diff</link>
            <description>The Drag[en]gine game engine uses a very open and flexible way to handle skins for models. Instead of defining hard coded material properties that can not be changed anymore the principle of dynamic texture properties is used. A texture property defines one property of a material the texture composes of. A texture property is identified by a unique name which defines what corresponding material property is altered. The names are not defined by the game engine itself. They can be chosen arbitrari…</description>
        <category>gamedev</category>
            <pubDate>Sat, 26 Apr 2008 22:06:32 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:sky</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:sky?rev=1217541922&amp;do=diff</link>
            <description>The sky provides a background for a world. A world has at most one Sky objects assigned. Sky objects are build on a layer system to provide a lot of flexibility while working with various kinds of skies. The sky itself contains only a background color. This is the color of all pixels not covered by scene geometry or sky layers. The sky is always located around the camera and moves with it. Therefore the sky layers should only host very far away objects.</description>
        <category>gamedev</category>
            <pubDate>Fri, 01 Aug 2008 00:05:22 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:skyskinlisting</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:skyskinlisting?rev=1217542100&amp;do=diff</link>
            <description>This list contains the approved texture names for sky skins. Depending on the chosen texture names a different mapping scheme is used to render a Sky Layer. Mixing texture names from different types results in an undefined behavior. If you implement a graphic module you should stick to this list. You are not required to support all texture names mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce there content. For testing new sky mapping…</description>
        <category>gamedev</category>
            <pubDate>Fri, 01 Aug 2008 00:08:20 +0200</pubDate>
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        <item>
            <title>gamedev:terrains</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:terrains?rev=1217522400&amp;do=diff</link>
            <description>Terrains are the basic building stone of all kinds of geological formations as well as buildings or other kinds of structures. Terrains are created usually in an external application devoted to 3D modeling and texturing but can also be done in editors if supported. In the Drag[en]gine visible terrain composes of two components involved: a Terrain and a Terrain Mesh.</description>
        <category>gamedev</category>
            <pubDate>Thu, 31 Jul 2008 18:40:00 +0200</pubDate>
        </item>
        <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>
        <category>gamedev</category>
            <pubDate>Tue, 04 May 2010 15:24:06 +0200</pubDate>
        </item>
        <item>
            <title>gamedev:vfs</title>
            <link>http://dragengine.rptd.ch/wiki/doku.php/gamedev:vfs?rev=1217524341&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>
        <category>gamedev</category>
            <pubDate>Thu, 31 Jul 2008 19:12:21 +0200</pubDate>
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