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	<title>The Plasma Engine</title>
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	<link>http://plasma.notsoevil.net</link>
	<description>Android game development, made easy</description>
	<lastBuildDate>Tue, 20 Apr 2010 18:26:02 +0000</lastBuildDate>
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		<title>Rectangle Packing is Hard! Part 2</title>
		<link>http://plasma.notsoevil.net/2010/04/rectangle-packing-is-hard-part-2/</link>
		<comments>http://plasma.notsoevil.net/2010/04/rectangle-packing-is-hard-part-2/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 03:18:34 +0000</pubDate>
		<dc:creator>Brad</dc:creator>
				<category><![CDATA[Software Engineering]]></category>

		<guid isPermaLink="false">http://plasma.notsoevil.net/?p=37</guid>
		<description><![CDATA[In the first post, we looked at some of the difficulties of rectangle packing and how the easy algorithms can fail.  While the recursive algorithm can work well for lots of similarly-shaped rectangles, it falls apart when we have fewer rectangles or a large variety of shapes.  So I decided to start from scratch, trying to come up with an algorithm which could sort the rectangles shown after the break...]]></description>
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		<title>Rectangle Packing is Hard! Part 1</title>
		<link>http://plasma.notsoevil.net/2010/03/rectangle-packing-is-hard-part-1/</link>
		<comments>http://plasma.notsoevil.net/2010/03/rectangle-packing-is-hard-part-1/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 17:54:29 +0000</pubDate>
		<dc:creator>Brad</dc:creator>
				<category><![CDATA[Software Engineering]]></category>
		<category><![CDATA[2d box packing]]></category>
		<category><![CDATA[algorithm]]></category>
		<category><![CDATA[rectangle packing]]></category>

		<guid isPermaLink="false">http://plasma.notsoevil.net/?p=20</guid>
		<description><![CDATA[Rectangle packing, or 2D box packing (or bin packing), is a pretty common problem in computer graphics. Plasma needs a good rectangle packer because most GL ES hardware only supports textures with sides that are powers of 2, and this isn't an acceptable limitation.  Our current solution is to pack all bitmaps into one big texture which meets any hardware requirements.  Then we can just draw the parts of the texture that the frame requires.

So, how can we efficiently pack a bunch of bitmaps into one big image? ...]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Parallax Scrolling Demo</title>
		<link>http://plasma.notsoevil.net/2010/03/parallax-scrolling-demo/</link>
		<comments>http://plasma.notsoevil.net/2010/03/parallax-scrolling-demo/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 00:10:15 +0000</pubDate>
		<dc:creator>Brad</dc:creator>
				<category><![CDATA[News and Updates]]></category>
		<category><![CDATA[Software Engineering]]></category>
		<category><![CDATA[backgrounds]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[parallax]]></category>

		<guid isPermaLink="false">http://plasma.notsoevil.net/?p=16</guid>
		<description><![CDATA[One of the really neat features of Plasma is the way in which it handles multiple background layers. By drawing backgrounds on top of each other, we enable some cool effects such as Parallax Scrolling. Check out the demo video after the break...]]></description>
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		<slash:comments>1</slash:comments>
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		<title>The Plasma Engine?</title>
		<link>http://plasma.notsoevil.net/2010/02/the-plasma-engine/</link>
		<comments>http://plasma.notsoevil.net/2010/02/the-plasma-engine/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 02:55:41 +0000</pubDate>
		<dc:creator>Brad</dc:creator>
				<category><![CDATA[News and Updates]]></category>

		<guid isPermaLink="false">http://brad.notsoevil.net/?p=4</guid>
		<description><![CDATA[The Plasma Engine is a hobby project of mine to make writing games in Android easier. Specifically, I'm targeting 2D hardware-accelerated games. Plasma is ideal for action/adventure type games, but will work well for puzzle games, board games, etc.

Android is already a really slick platform for writing software. So where does Plasma fit in? Read more after the break...]]></description>
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