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	<title>Mark Danks</title>
	<link>http://www.danks.org/mark</link>
	<description></description>
	<lastBuildDate>Thu, 03 Jul 2008 20:39:06 +0000</lastBuildDate>
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	<item>
		<title>PlayStation-edu</title>
		<description>I just put up a post on the PlayStation blog about the PlayStation-edu program:

 http://blog.us.playstation.com/2008/06/06/playstation-edu/

It is a program to get development hardware into the classrooms of universities and colleges.

I am giving a talk about it at the Game Education Summit next week in Dallas.

[update]

Made slashdot! </description>
		<link>http://www.danks.org/mark/2008/06/06/playstation-edu/</link>
			</item>
	<item>
		<title>CG vs HLSL</title>
		<description>I just converted my app from Cg to HLSL.  No real reason, except that I didn't want to be locked into nVidia graphics cards.

In general, I find Cg more straightforward than HLSL.  However, once I finished, it does not really make any difference to my app code because ...</description>
		<link>http://www.danks.org/mark/2008/06/05/cg-vs-hlsl/</link>
			</item>
	<item>
		<title>Realtime Brushes</title>
		<description>The renderer which I have been working on is based around brushes.  At the moment, they are very basic, but they produce some pretty images.  As mentioned in previous posts, there is a cube with each side having a different image on it.

I finally hooked up a screenshot ...</description>
		<link>http://www.danks.org/mark/2008/05/26/realtime-brushes/</link>
			</item>
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		<title>PixelJunk Monsters Soundtrack</title>
		<description>The soundtrack to the game PixelJunk Monsters has been released on the PSN Store!  There is a great interview of Otograph, the group behind the music over on the PlayStation blog.  I managed to find time to play a number of levels in the game...I probably got 5-7 ...</description>
		<link>http://www.danks.org/mark/2008/05/25/pixeljunk-monsters-soundtrack/</link>
			</item>
	<item>
		<title>Animating Brushes</title>
		<description>I have been spending time making a realtime brushing engine.  It uses CG shaders to do the rendering and can be driven by scripts or a joystick.

The interesting thing when running in real time is that the brushes fade out and move around.  It means that often, it ...</description>
		<link>http://www.danks.org/mark/2008/05/18/animating-brushes/</link>
			</item>
	<item>
		<title>Sushi for Breakfast</title>
		<description>I am in Tokyo for a few days and I went to the Tsukiji Fish Market this morning.  The market is the main place for all seafood for Japan...a giant warehouse of fish, crab, eel, and other sea creatures.  Of course, the earlier that you arrive, the more interesting it ...</description>
		<link>http://www.danks.org/mark/2008/04/24/sushi-for-breakfast/</link>
			</item>
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		<title>Multithreaded Rendering</title>
		<description>One of the big things for games programming these days is dealing with multiprocessing.  I have been working on a multithreaded renderer in my spare time to do interactive brush work.  The previous movies for peduncle are all non-interactive.  They actually render in faster than realtime, but ...</description>
		<link>http://www.danks.org/mark/2008/04/13/multithreaded-rendering/</link>
			</item>
	<item>
		<title>Stormfront Studios Closes</title>
		<description>Stormfront Studios has closed its doors.  While I have not worked there for a number of years now, it was my first games job...they took a chance on a strange music guy who had been focusing on image processing.  I am incredibly proud of The Lord of the ...</description>
		<link>http://www.danks.org/mark/2008/04/02/stormfront-studios-closes/</link>
			</item>
	<item>
		<title>Cross Core Code</title>
		<description>I have been dealing with multicore code lately.  This is both at work and in my spare programming time.  At work, the PS3 is an interesting problem because there are heterogenous CPUs (the PPU and SPUs).  It becomes more complicated when there is not unified memory.  ...</description>
		<link>http://www.danks.org/mark/2008/03/16/cross-core-code/</link>
			</item>
	<item>
		<title>GDC 2008 Prep Work</title>
		<description>Sunday afternoon...mostly nice day outside.  I'm trapped inside working on my presentations for GDC.  So many good things have happened over the past year with the PS3 that it is taking quite a while to put it all together.  It does not mean that we are done improving it, but ...</description>
		<link>http://www.danks.org/mark/2008/02/17/gdc-2008-prep-work/</link>
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