<?xml version="1.0" encoding="utf-8" ?>
<?xml-stylesheet type="text/xsl" href="xslt-rss0.91.xsl"?>
<!DOCTYPE rss PUBLIC "-//Netscape Communications//DTD RSS 0.91//EN" "http://my.netscape.com/publish/formats/rss-0.91.dtd">
<rss version="0.91">
<channel>
<title>games.greggman.com</title>
<link>http://games.greggman.com</link>
<description>Games, Game Developerment, etc.</description>
<language>en-us</language>
<image>
<title>games.greggman.com</title>
<url>http://greggman.com/pageparts/rss_banners/banner-022.jpg</url>
<link>http://games.greggman.com</link>
</image>
<item>
<title>Designing Better APIs</title>
<link>http://games.greggman.com/edit/editheadlines/2009-11-18.htm</link>
<description>Is there a best design for an API? I don't know but I do have my own guidelines for good vs bad design. One guideline I try to follow is that it's good to design an API to make it hard to use incorrectly. Here's a couple of examples I've run into recently.</description>
</item>
<item>
<title>p4reconcile</title>
<link>http://games.greggman.com/edit/editheadlines/2009-10-30.htm</link>
<description>If you are using Perforce (p4), sometimes you need a way to reconcile a folder. Both P4WIN and P4V have this feature to some degree. The command line p4 does not so here's a small program to do just that.</description>
</item>
<item>
<title>My $345 Quest for a Space Channel 5 part 2</title>
<link>http://games.greggman.com/edit/editheadlines/2009-08-01.htm</link>
<description>This is the story of how I spent $345 for a video game, Space Channel 5 part 2.</description>
</item>
<item>
<title>Infinite Journey</title>
<link>http://games.greggman.com/edit/editheadlines/2009-06-03b.htm</link>
<description>I suppose technically this isn't the first O3D game since there are a few in our samples but this is the first O3D game created by a 3d party.The developers said it took them about 5 weeks with no JavaScript experience and no O3D experience. They've clearly got some smart people there.</description>
</item>
<item>
<title>O3D Presentation at Google I/O 2009</title>
<link>http://games.greggman.com/edit/editheadlines/2009-06-03.htm</link>
<description>I gave a presentation at Google I/O about O3D. In it I show getting started creating a small game in about 20 minutes.(the sound cuts out for 30 seconds at 16:48)You can download the a PDF for the slides here.</description>
</item>
<item>
<title>O3D</title>
<link>http://games.greggman.com/edit/editheadlines/2009-04-21b.htm</link>
<description>You want to know what I've been working on for the last year? This is it!You can learn the details and try some of the demos at http://code.google.com/apis/o3d/I think it's incredibly awesome but then I'm bias. For me what makes it awesome:</description>
</item>
</channel>
</rss>
