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	<title>Comments on: T-minus 1.5 Weeks&#8230;</title>
	<atom:link href="http://www.paradeofrain.com/2007/06/t-minus-15-weeks/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.paradeofrain.com/2007/06/t-minus-15-weeks/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=t-minus-15-weeks</link>
	<description>Indie Game Development</description>
	<lastBuildDate>Wed, 25 Jan 2012 11:48:04 +0000</lastBuildDate>
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		<title>By: Alex</title>
		<link>http://www.paradeofrain.com/2007/06/t-minus-15-weeks/comment-page-1/#comment-13352</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Fri, 22 Jun 2007 00:13:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=57#comment-13352</guid>
		<description>Heya,
   TorqueX abstracts away the need to know what resolution your game is running at for the most part. The only time so far resolution has come into play has been the GUI HUD layout code. The actual game rendering is done on a different scale and TX internally scales it correctly to fit the game window. We designed our game with 1024X768 in mind with textures to look good at that resolution. But as you can see, even at 1920X1200 TX handles it just fine :). If we weren&#039;t using TX then we&#039;d have to come up with a similar system on our own, which again takes time (I really don&#039;t like re-inventing the wheel). We only make 1 texture per object and it scales automagically based on the resolution, since texture size doesn&#039;t determine the on-screen size at runtime (once again, abstracted away by TX&#039;s scenegraph).

Yes, we are using the TorqueX Builder to build our levels along with TorqueX engine.</description>
		<content:encoded><![CDATA[<p>Heya,<br />
   TorqueX abstracts away the need to know what resolution your game is running at for the most part. The only time so far resolution has come into play has been the GUI HUD layout code. The actual game rendering is done on a different scale and TX internally scales it correctly to fit the game window. We designed our game with 1024X768 in mind with textures to look good at that resolution. But as you can see, even at 1920X1200 TX handles it just fine <img src='http://www.paradeofrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . If we weren&#8217;t using TX then we&#8217;d have to come up with a similar system on our own, which again takes time (I really don&#8217;t like re-inventing the wheel). We only make 1 texture per object and it scales automagically based on the resolution, since texture size doesn&#8217;t determine the on-screen size at runtime (once again, abstracted away by TX&#8217;s scenegraph).</p>
<p>Yes, we are using the TorqueX Builder to build our levels along with TorqueX engine.</p>
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		<title>By: TehOne</title>
		<link>http://www.paradeofrain.com/2007/06/t-minus-15-weeks/comment-page-1/#comment-13342</link>
		<dc:creator>TehOne</dc:creator>
		<pubDate>Thu, 21 Jun 2007 20:14:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=57#comment-13342</guid>
		<description>Btw, are you guys using the TorqueX Builder, or just the engine?</description>
		<content:encoded><![CDATA[<p>Btw, are you guys using the TorqueX Builder, or just the engine?</p>
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	<item>
		<title>By: TehOne</title>
		<link>http://www.paradeofrain.com/2007/06/t-minus-15-weeks/comment-page-1/#comment-13325</link>
		<dc:creator>TehOne</dc:creator>
		<pubDate>Thu, 21 Jun 2007 15:29:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.paradeofrain.com/?p=57#comment-13325</guid>
		<description>How does TorqueX make it easier to support multiple resolutions? I&#039;m interested to hear how it makes it easier then if u weren&#039;t using it. Aren&#039;t you still making different sized textures?</description>
		<content:encoded><![CDATA[<p>How does TorqueX make it easier to support multiple resolutions? I&#8217;m interested to hear how it makes it easier then if u weren&#8217;t using it. Aren&#8217;t you still making different sized textures?</p>
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