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	<title>OmegaDelta &#187; gamedev</title>
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	<description>It&#039;s good</description>
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		<title>Indy Game Dev&#8217;s Rock</title>
		<link>http://omegadelta.net/2009/03/25/indy-game-devs-rock/</link>
		<comments>http://omegadelta.net/2009/03/25/indy-game-devs-rock/#comments</comments>
		<pubDate>Wed, 25 Mar 2009 07:46:35 +0000</pubDate>
		<dc:creator>Will</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[gamedev]]></category>

		<guid isPermaLink="false">http://omegadelta.net/2009/03/25/indy-game-devs-rock/</guid>
		<description><![CDATA[A group of Indy game dev&#8217;s managed to totally pack out a trendy downtown San Francisco club tonight, one which I had coincidently been to the previous Saturday (albiet with a rather different crowd&#8230;). They had to rope it off and call in the bouncer and everything. LOL at least there was no cover charge&#8230;]]></description>
			<content:encoded><![CDATA[<p>A group of Indy game dev&#8217;s managed to totally pack out a trendy downtown San Francisco club tonight, one which I had coincidently been to the previous Saturday (albiet with a rather different crowd&#8230;). They had to rope it off and call in the bouncer and everything. LOL  at least there was no cover charge&#8230; </p>
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		<title>Neonscape</title>
		<link>http://omegadelta.net/2009/02/04/neonscape/</link>
		<comments>http://omegadelta.net/2009/02/04/neonscape/#comments</comments>
		<pubDate>Wed, 04 Feb 2009 09:34:26 +0000</pubDate>
		<dc:creator>Will</dc:creator>
				<category><![CDATA[Game Dev]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[neonscape]]></category>

		<guid isPermaLink="false">http://omegadelta.net/2009/02/04/neonscape/</guid>
		<description><![CDATA[Announcing Neonscape – a retro puzzle/arcade game for the iPhone and iPod Touch. This is my first foray into iPhone game dev.&#160; I teamed up with my mate Ben Kosmina to create the game with me doing the coding, and him creating the original concept and doing many other aspects like the sound and sprites.&#160; [...]]]></description>
			<content:encoded><![CDATA[<p>Announcing Neonscape – a retro puzzle/arcade game for the iPhone and iPod Touch.</p>
<p>This is my first foray into iPhone game dev.&#160; I teamed up with my mate Ben Kosmina to create the game with me doing the coding, and him creating the original concept and doing many other aspects like the sound and sprites.&#160; It was great fun to create; learning objective-c, workshopping the idea with Ben to add some cool goals and dangers (watch out for the dreaded über tanks!).</p>
<p>So far sales are a little sluggish – but the Neonscape publicity machine is just cranking into gear so hopefully the press will drive some sales and help pay for my RTW trip ;-)</p>
<p>Grab it on the iPhone store now for only US$1.99 (or your local equivalent).</p>
<p><a href="http://neonscape.net"><img title="neonscape_screen_with_logo" style="border-right: 0px; border-top: 0px; display: inline; border-left: 0px; border-bottom: 0px" height="480" alt="neonscape_screen_with_logo" src="http://omegadelta.net/wp-content/uploads/2009/02/neonscape-screen-with-logo.jpg" width="320" border="0" /></a></p>
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		<title>What the docs don&#8217;t tell you about glDrawArrays</title>
		<link>http://omegadelta.net/2008/10/27/what-the-docs-dont-tell-you-about-gldrawarrays/</link>
		<comments>http://omegadelta.net/2008/10/27/what-the-docs-dont-tell-you-about-gldrawarrays/#comments</comments>
		<pubDate>Mon, 27 Oct 2008 12:24:46 +0000</pubDate>
		<dc:creator>Will</dc:creator>
				<category><![CDATA[Game Dev]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://omegadelta.net/?p=565</guid>
		<description><![CDATA[A classic case of spending a day&#8217;s worth of work on a bugfix, resulting in a single changed line of code. What they don&#8217;t tell you in any of the related docs for glDrawArrays is that if you are using VBOs and are not resetting the buffers, geometry drawn with glDrawArrays will be draw corrupted. [...]]]></description>
			<content:encoded><![CDATA[<p>A classic case of spending a day&#8217;s worth of work on a bugfix, resulting in a single changed line of code.</p>
<p>What they don&#8217;t tell you in any of the related docs for glDrawArrays is that if you are using VBOs and are not resetting the buffers, geometry drawn with glDrawArrays will be draw corrupted.</p>
<p>Fortunately there is a <a href="http://www.gamedev.net/community/forums/topic.asp?topic_id=400172">solution</a> &#8211; they need to be set to zero with <code>glBindBuffer(GL_ARRAY_BUFFER, 0);</code></p>
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