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    <loc>https://www.siltutorials.com/projects</loc>
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    <lastmod>2021-03-29</lastmod>
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      <image:title>Projects</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1504562972316-F4B5MPDTUYDMP8M6KHLA/BunkerRaker_0_1-7.png</image:loc>
      <image:title>Projects - Bunker Raker 2017</image:title>
      <image:caption>This is a new and improved version of my Bunker Raker screensaver I made back in 2014. It's running on a C platform with OpenGL allowing me to do a lot more fancy rendering techniques. It also has a much more complicated and robust algorithm for deciding the lines to rake. It will eventually be able to take any boolean pixel map that represents a bunker and choose lines to rake the centers and skirts. I'm still working on all the proof of concept for the math so the graphics are placeholder for now. Source Code can be found at: https://bitbucket.org/stampede247/bunkerraker2017</image:caption>
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      <image:title>Projects - Const Port</image:title>
      <image:caption>Const Port is a simple application for reading and writing to COM ports in windows. The goal is to make a really smooth experience for reading debug output from Microcontrollers and other embedded hardware. Everything is written in basic C++ with GLFW and GLEW as the only two external dependencies. Everything is rendered in basic OpenGL. Font rendering is done through STB TrueType. Currently only works on Windows but the application portion is set up to be easily portable to other platforms that support GLFW/GLEW.  Status: In development Working: Yes Finished: No Polished: Kinda Download Source</image:caption>
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      <image:title>Projects - DirectX Voxel Engine</image:title>
      <image:caption>This engine was an attempt at experimenting with voxel engines in a story driven game. The entire game was written using only DirectX9, DirectSound, and Windows APIs. The architecture of the game was inspired by Handmade Hero, supporting reloadable code, batch file building, and almost 100% written by a single person. This project was in development throughout 2016 but is currently not being worked on. It was a good test platform for experimenting with DirectX and 3D mechanics however the design goals were never fully decided upon. Status: Unfinished Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Bitmap Font Creator</image:title>
      <image:caption>This is a project I worked on for about a month in C++ using OpenGL. It was designed to help me create meta-data for bitmap fonts. Status: Done Working: Yes Finished: Mostly Polished: A little Download</image:caption>
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      <image:title>Projects - xXSup3rKOJIMArescew2015Xx</image:title>
      <image:caption>This was a game me and my friend Penn worked on for Sh*t Jam 2015 (#shtjam2015). It's incomplete but it was definitely a lot of fun to work on and helped a lot with knowing what I need to stream line in my future projects. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Movie Manager</image:title>
      <image:caption>I needed a program to manage and keep track of info about my digital copies of my movie library so I decided to make this. It's not terribly versatile, and might not be as reliable on all platforms and scenarios but it serves my purposes and if it can serve yours as well then by all means feel free to use it. Status: Working Working: Yes Finished: Kinda Polished: No Download</image:caption>
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      <image:title>Projects - Pixelz (OpenTK)</image:title>
      <image:caption>I've recently restarted on my Pixelz project in OpenTK to provide myself with the functionality that I need for creating pixel art. It's nowhere near finished but it is in active development. I just added an Outline Tool which works kind of like the paint bucket but only fills in the pixels at the edge of an area. Update 1: Just updated to a new version that uses Gwen Dot Net. (A rewrite for the Gwen UI in C#). Everything works much nicer now. Status: Working Working: Yes Done: No Polished: No Download</image:caption>
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      <image:title>Projects - Sudoku</image:title>
      <image:caption>This was a quick proof of concept project I made of sudoku in OpenTK. I wanted to research some of the algorithms used to create valid sudoku grids. Status: Done Working: Yes Finished: Yes Polished: No Download</image:caption>
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      <image:title>Projects - Anagram Game</image:title>
      <image:caption>This was a short project I worked on a while back to try and learn about spell checking libraries and dictionaries available on the web. It's a simple console application what allows you to enter any word (or string of characters) and it will search through it's dictionaries and find all anagrams of the word that are 3 letters or more. You can then choose to play the anagram game and try to find all the words yourself. Status: Done Working: Yes Finished: Yes Polished: Yes (Though I could have made a graphical UI) Download  </image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1433698173208-UHE2JH0GE5N2ZE4MWLLS/Image+112.jpg</image:loc>
      <image:title>Projects - Block World</image:title>
      <image:caption>This is a project I have worked on for a while making a voxel engine with custom GLSL effects. It has worked as a nice platform for experimenting with things in 3D and therefore the code is horribly ugly with so many things tacked on. At some point I want to make a tutorial on how to make a voxel engine like this. Status: Working Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Block Dude Remake</image:title>
      <image:caption>This was a project I worked on mainly as an example to a classmate in order to explain how to do some cool things in the console window without any graphical libraries. Status: Done Working: Yes Finished: Yes Polished: Yes Download</image:caption>
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      <image:title>Projects - Pretty Curves</image:title>
      <image:caption>This was a mix between a proof of concept and screensaver. The program simply draws splines until it hits a pre-existing spline and then starts another from a random point on another spline. Unfortunately, at least on windows 7, OpenGL has problems rendering correctly when started by windows as a .scr file so it doesn't actually make a great screensaver. It's nice to watch though still. Status: Done Working: Yes Finished: Yes Polished: Yes Download</image:caption>
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      <image:title>Projects - Splines</image:title>
      <image:caption>This was a proof of concept for drawing Bezier curves. ("D" = enable debug draw) Status: Done Working: Yes Finished: Yes Polished: Yes Download</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1433702064659-WIPOQHO892P95OOU048B/Image+117.jpg</image:loc>
      <image:title>Projects - Platformer POC</image:title>
      <image:caption>This was one of the first projects I made with SFML in C++. It was a simple Proof of Concept testing how the code would have to be setup in C++ for a simple platformer. Status: Done Working: Yes Finished: Yes Polished: No Download</image:caption>
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      <image:title>Projects - Solitaire</image:title>
      <image:caption>This was a solitaire remake that I worked on for a long while polishing and adding functionality. It's one of the most complete projects I've worked on in OpenTK. It has some nice features like undo, shift-click auto place, and auto-complete once all cards are on the board and flipped over. Status: Done Working: Yes Finished: Yes Polished: Yes Download</image:caption>
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      <image:title>Projects - Bunker Raker 2000</image:title>
      <image:caption>This was a sort of gag that I made for my brother since we both worked at a golf course together. One of the daily jobs was to rake bunkers. The job was tedious and boring but I couldn't help but imagine how I would make a program that could do it for me. It's not perfect but it definitely served as a nice screensaver for a while and gave my brother a laugh when he tried it out. Status: Done Working: Yes Finished: Yes Polished: No Download</image:caption>
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      <image:title>Projects - Circle v. Polygon POC</image:title>
      <image:caption>This was a proof of concept I worked on for perfecting a 2D collision system between a circle and convex/concave polygons. It's not perfect but it got the job done that I needed. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Node Graph POC</image:title>
      <image:caption>This was another proof of concept I made for testing out path finding based on a 2D node graph. The methods are not quite optimized but they are successful in finding the correct path most of the time. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Complex Platfomer POC</image:title>
      <image:caption>This project was my go at following the tutorials posted here by the people that made the wonderful N flash game. This was one my favorite games a kid and I was always amazed at how fluid and nice the platforming felt with such seemingly complex mechanics. Turns out they use an only slightly enhanced version of what I already knew how to do but there's some wonderful optimizations and topics they talk about in their tutorials there. I highly recommend checking them out. My movement mechanics don't work great in this but the collision works fine. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Line v. Rectangle</image:title>
      <image:caption>This was a simple, fast, POC that I made for testing out a new way to find collision positions between a rectangle and line segment. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Alien Invasion</image:title>
      <image:caption>This was my first game made in OpenTK. It's also very similar to the first game I made in XNA. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1433792125031-RAPAQFCHO3UZCN2N3CVR/Image+129.jpg</image:loc>
      <image:title>Projects - Princess Dungeon Smasher (Game Maker)</image:title>
      <image:caption>This is the game maker version of Princess Dungeon Smasher that I worked on for a while. This project actually happened long after I moved away from game maker for XNA. The reason I went back was for the cross platform capabilities that Game Maker now had. Status: Done Working: Yes Finished: No Polished: No Download  </image:caption>
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      <image:title>Projects - Pixelz</image:title>
      <image:caption>This was one of the last large projects I worked on in XNA. I wanted to make a pixel art editing program. It's pretty broken at the moment but you can still successfully use it a little bit. Requires XNA 3.1 redistributable. Status: Done Working: Kinda.. Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Block Dude Remake (XNA)</image:title>
      <image:caption>This was the original remake I made of Block Dude in XNA. There are lot's of missing parts like the menu drawing and door sprite but other than that the game works as expected. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Drawing (XNA/ZuneHD)</image:title>
      <image:caption>This was a regular XNA project that I made and had planned to port to the Zune. It was a fairly straightforward drawing app. It didn't get terribly far but it was one of the first projects I experimented with transitions, game states, and shader effects (though they were done on the CPU manually and took FOREVER). Status: Done Working: Yes Finished: No Polished: Kinda Download</image:caption>
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      <image:title>Projects - Exploritory</image:title>
      <image:caption>This was one of the first full-scale planned platformer I made. I had wanted to make something exploration based like Untitled Story. Never really got too far on the project though. I spent most of the time messing with the terrible "editor". Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Japanese Test</image:title>
      <image:caption>I was in High School when I made this and needed to study for a test but also wanted to program. So I of course decided to do both. It's simply a hiragana matching game. Status: Done Working: Yes Finished: Yes Polished: No Download</image:caption>
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      <image:title>Projects - One</image:title>
      <image:caption>Not sure where I got the name from.. After failing to create a cool world with the "Exploritory" platformer I decided to try the art style that "Untitled Story" went for. I had decent result but the work flow eventually killed me and I never got far. Status: Done Working: Yes Finished: No Polished: Kinda Download</image:caption>
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      <image:title>Projects - Pacman Snake</image:title>
      <image:caption>In my programming class in high school many of the completed projects got hosted on the school server and could be played during free time. There was one snake game, similar to this one, that somebody a few years before me had made in a terrible c++ homebrew engine but everybody loved it because it had a high score system that was constant throughout the school. I hated the original so I decided to make my own new and improved version in XNA. It's probably one of the most polished games I ever made, even though the graphics are terrible. Status: Done Working: Yes Finished: Yes Polished: Yes Download</image:caption>
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      <image:title>Projects - RPG Engine 1.0</image:title>
      <image:caption>This was the first of many attempts made to complete a working RPG engine. I have always been a fan of old school RPGs like Final Fantasy and Legend of Dragoon and so I would always try every now and then to create an RPG engine of my own so that I might create something similar to my favorite games. However the scope of the project was always way outside my reach. Over the years though I feel like I'm getting ever closer to being able to manage a project of this scale and maybe one day I will make something like RPG Maker. Status: Done Working: Kinda Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Snake</image:title>
      <image:caption>This was a project I worked on very shortly, experimenting with some different takes on the classic snake game. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Ten Day Survival</image:title>
      <image:caption>One week during high school I challanged a friend of mine to a game making competition. We decided that we would both make a survival game in 10 days and have people rate which one was the best. Neither of us finished our projects but it was definitely a fun time creating these and talking about them. The ending here still makes me laugh, something about it was just so cinematic. Status: Done Working: Yes Finished: No Polished: Kinda Download</image:caption>
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      <image:title>Projects - Top Down Game</image:title>
      <image:caption>One summer me and a friend decided to collaborate on this project. It was one of the first large scale projects that I embarked on and we probably spent more time on it than any other project. It failed horribly because of our own terrible code design but the amount we were able  to accomplish before then was kind of cool. The editor was inspired by the in game editor for Braid. Status: Done Working: Kinda Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - Tower Game 2</image:title>
      <image:caption>This project was made for a Game Design competition held under the Technology Student Association (TSA). It was one of the first 'Complete' projects I ever made but only because I was forced to complete it to be able to enter into the competition. The game won 2nd at state but didn't place nationally because the rules of the competition required the game to run "from the disc" and since the game was made in XNA it had to have the XNA redistributable installed which was against the rules. It's a neat idea for a game though that I have considered coming back to. Status: Done Working: Yes Finished: Yes Polished: Kinda Download</image:caption>
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      <image:title>Projects - First Person Game</image:title>
      <image:caption>This was the first 3D game I made in XNA. It had really simple AABB collision and a 3D gun model that was not placed correctly on the screen. Status: Done Working: Yes Finished: No Polished: No Download</image:caption>
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      <image:title>Projects - UDP Client-Server POC</image:title>
      <image:caption>This was a proof of concept for connected a client to a server via UPD sockets. It's not fully fleshed out but it was a nice project to help me understand the basics of networking workflow.  Status: Done Working: Yes Finished: No Polished: No</image:caption>
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  </url>
  <url>
    <loc>https://www.siltutorials.com/blog</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-02-17</lastmod>
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      <image:title>Blog</image:title>
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  <url>
    <loc>https://www.siltutorials.com/blog/clay-ui-sokol-gfx-and-rounded-rectangles</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2025-02-18</lastmod>
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      <image:title>Blog - Clay UI, Sokol Gfx, and Rounded Rectangles - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/bd8bc1d6-384a-4963-82a0-355b91f482fd/Record_2025_02_17_15_24_36_290.gif</image:loc>
      <image:title>Blog - Clay UI, Sokol Gfx, and Rounded Rectangles - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/5923d0ff-0150-49fa-a7d5-f7d32a4e4559/2025-02-17+16_05_24-%2884%29+Introducing+Clay+-+High+Performance+UI+Layout+in+C+-+YouTube+%E2%80%94+Mozilla+Fire.png</image:loc>
      <image:title>Blog - Clay UI, Sokol Gfx, and Rounded Rectangles - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/the-url-problem</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2024-09-24</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2023/1/5/my-experience-with-jai-part-3</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2023-01-06</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2023/1/5/my-experience-with-jai-part-2</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2023-01-06</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2023/1/5/my-experience-with-jai-part-1</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2023-01-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/c4dcc397-c55b-4c4a-af7b-4eeaa43a8708/2023-01-05+09_20_57-how_to.png</image:loc>
      <image:title>Blog - My Experience With Jai (Part 1) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/ed0ab2ae-1725-47c6-8d3a-fd1e7b2a9261/gylib_dependency_block_diagram_1600.png</image:loc>
      <image:title>Blog - My Experience With Jai (Part 1) - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/12/10/const-port-v16</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-12-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1512948695249-L25A6OLJ8EQLLH5NVP17/ConstPort1_6-1.png</image:loc>
      <image:title>Blog - Const Port v1.6</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/10/14/const-port-v15</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-10-14</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1507996672272-49DUQO9WR59BGQ0PCLS3/screenshot1_5-2.png</image:loc>
      <image:title>Blog - Const Port v1.5</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1507997498814-RUA6OLSBU9UFROO57VPF/screenshot1_5-3.png</image:loc>
      <image:title>Blog - Const Port v1.5</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/8/24/const-port-v14</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-08-25</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1503632191835-4ZFZC62HOK1UERQQJXV9/screenshot1_4-0.png</image:loc>
      <image:title>Blog - Const Port v1.4</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1503632209505-4VKSB0VGFIJ1NYP64XBZ/screenshot1_4-1.png</image:loc>
      <image:title>Blog - Const Port v1.4</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1503632225394-1GIM2807J6G5E0H6U23L/screenshot1_4-2.png</image:loc>
      <image:title>Blog - Const Port v1.4</image:title>
      <image:caption>This one is just Sublime Text but it's an example of the GlobalConfig.json file</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/7/30/const-port-v13</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-07-30</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1501437750104-9MFSPUEO0QTDLAIM8R4Q/image-asset.png</image:loc>
      <image:title>Blog - Const Port v1.3</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1501437762210-1OCUJV1USOZH4QKVH41J/image-asset.png</image:loc>
      <image:title>Blog - Const Port v1.3</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/7/4/const-port-v12</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-07-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1499182174700-I0W2VMDDRORS8BSBLHTR/image-asset.png</image:loc>
      <image:title>Blog - Const Port v1.2</image:title>
      <image:caption>The updated COM menu</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/6/18/const-port-v10</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-06-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1497818649907-05WELGLZOWUWHSC9K4HL/screenshot1_0.png</image:loc>
      <image:title>Blog - Const Port v1.0</image:title>
      <image:caption>The name is temporary, and likely to be changed in the future</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/4/28/sublime-text-build-tool-tutorial</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-04-28</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/13/voxel-engine-demo-5-sparse-chunks-tools-and-editing-menus</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-13</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/12/editing-gui-menus</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-12</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1486932395220-SPBAK5KF4LXOX0TOC6GC/editingMenus.png</image:loc>
      <image:title>Blog - Editing GUI Menus</image:title>
      <image:caption>I've added a little tool menu and a scrolling wheel of blocks types that come out when you switch to editing mode.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/11/in-game-menu</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1486841481613-2UVT3V5IYN0RVSOI2EWK/inGameMenu1.png</image:loc>
      <image:title>Blog - In-Game Menu</image:title>
      <image:caption>I've just started adding an in-game menu. Making the state-machine was surprisingly easy to pull out with the architecture of the game engine. It should be pretty smooth sailing from here to allow me to reuse code while still keeping the gameplay and editor separate.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/10/debug-drawing-lines</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1486783340800-IL8MFGFDG36UOCT15SM4/debugDrawingLines1.png</image:loc>
      <image:title>Blog - Debug Drawing Lines</image:title>
      <image:caption>Started messing around with a visualization for debugging some lighting bugs. Hopefully this will help some.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/10/sparse-chunk-storage</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1486772374613-VNMXWTGWH2UZGG2SM2B9/sparseChunkStorage.png</image:loc>
      <image:title>Blog - Sparse Chunk Storage</image:title>
      <image:caption>We've got a system set up now so we can store the chunks in a hash table. This, along with a lot of other modifications, allows us to add chunks easily while maintaining a quick look up of the chunk from it's position information. Also we've added the ability to raycast "into" the rooms so it's easier to edit</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/2/4/custom-textures</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-02-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1486256333886-5MLXZTI27PV59RJIZTNE/customTextures.png</image:loc>
      <image:title>Blog - Custom Textures</image:title>
      <image:caption>We've spent the first bit of time sketching out and trying our hand at making some custom textures of our own. I can't say all of them are great or look good together but it was surprisingly fun and successful.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/26/first-pass-at-message-bubbles</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1485490259494-X1ODVPD1OSGAPQ1UAIRL/messageBubbles1.gif</image:loc>
      <image:title>Blog - First Pass at Message Bubbles</image:title>
      <image:caption>I've just started making the framework for the message bubble functionality that I want. The first pass does very little formatting but it does let us get a feel for how the message itself will expand in size as text get's printed out.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/22/oriented-crystal-formations</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-23</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1485131014749-VNSSIIORILTXZ9O53XYM/crystals2.png</image:loc>
      <image:title>Blog - Oriented Crystal Formations</image:title>
      <image:caption>We've got the crystals so they can be jutting out from any of the 6 faces. I might also add 2 mutation bits for 4 rotations on each face.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/22/crystals</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1485128189879-UD18XCYV52IOFHA5V2MY/crystals1.png</image:loc>
      <image:title>Blog - Crystals</image:title>
      <image:caption>I've added one version of crystals. There's still some texturing stuff I want to figure out but they actually don't look half bad they way they are.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/22/wrong-texture-on-crystal-obj-model</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1485124784240-505C3GF2XRAM6TJ2QD6R/crystalTextureIncorrect.png</image:loc>
      <image:title>Blog - Wrong Texture on Crystal OBJ Model</image:title>
      <image:caption>I'm in the process of adding crystal formations to the caves and I accidentally applied the wrong texture to model. Looks kinda cool.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/21/voxel-engine-demo-4-dynamicupdating-objects-and-special-collision-shapes</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-21</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/20/another-collision-testing-area</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484971494662-GIC4KWLTIWEGR3NVU38Z/collissionTrainingCourse2.png</image:loc>
      <image:title>Blog - Another Collision Testing Area</image:title>
      <image:caption>I've made fences and subsequently run into a lot of bugs with my collision system for the player. I've solved most of the major bugs but you can still get caught on edges between irregular blocks which will have to get fixed eventually. Not sure how to do that yet though...</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/20/theyre-stairs-now</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-20</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484925178392-Z4YRV5ZKYQ2ZPIUB3HFD/stairs2.png</image:loc>
      <image:title>Blog - They're Stairs Now</image:title>
      <image:caption>Stairs are now rendering correctly. Their collision information isn't being utilized yet though.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/19/these-are-supposed-to-be-stairs</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-20</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484894277608-JK3EESWABNP1AON9BGJX/supposedToBeStairs.png</image:loc>
      <image:title>Blog - These Are Supposed To Be Stairs</image:title>
      <image:caption>I'm having some problems with getting some custom vertices into the vertex buffer. Also in the middle of added a way for blocks to allocate/store more information than simply the type. I've already implemented a memory arena to handle to the allocations and deallocations (hence the turquoise readout in the top left).</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/17/message-bubbles</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484706761986-18AZDC6H7S8DEXQRYQ5P/messageBubbles1.png</image:loc>
      <image:title>Blog - Message Bubbles</image:title>
      <image:caption>I made a nice little set of functions to draw message bubbles dynamically. All I need to add to it is some better formatting options for the text inside. Right now my text drawing function is only set up to draw and measure single lines of text.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/17/converting-3d-coordinates-into-screen-space</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-17</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484691071025-R6JBQVX868P9DFA3AXPB/projectScreenCoordinate.png</image:loc>
      <image:title>Blog - Converting 3D Coordinates Into Screen Space</image:title>
      <image:caption>Finally got my Matrix4 * Vec3 function working so that I can use my view and projection matrix to get a screen coordinate for a specific point in 3D space. This will be useful for dialogue boxes and clipping faces in front of the player when in 3rd person.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/17/some-more-debug-readouts</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-17</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484688150889-FQ5N2FFFLC9T5SFVTTFD/debugReadouts.png</image:loc>
      <image:title>Blog - Some More Debug Readouts</image:title>
      <image:caption>I added some more debug readouts in the top left that I can easily enable and disable. Also changed the clear color to white for the time being so we can see which faces are actually being drawn. I've also gone and sped up the rendering a little bit more. We used to drop to about 24FPS is large open areas. Now we can always stay above 30 since our early out in the loop is when the block we are checking is solid. We get a consistent 60 inside cave-like areas which is good.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/15/new-textures-and-simple-ui-buttons</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-16</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484542050428-1E9RC6XEECZRKJKCV0DU/newTexturesAndUI.png</image:loc>
      <image:title>Blog - New Textures and Simple UI Buttons</image:title>
      <image:caption>I added a different texture pack to start from. Still not my own textures but it'll serve as a base point for a while as we slowly start making our own textures. Also added a way to easily add buttons to the UI. I went with a method proposed by Casey Muratori called "Immediate Mode GUI" (https://www.youtube.com/watch?v=Z1qyvQsjK5Y). It was surprisingly easy to implement.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/15/matrices-are-hard</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-15</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484495207665-4RF0PBALHA31633I96F6/mat4TranslateProblem.png</image:loc>
      <image:title>Blog - Matrices Are Hard</image:title>
      <image:caption>This is what happens when you accidentally screw up your translation matrices</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/14/shadows-video-demo-1</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-15</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/14/shadows-are-slowly-getting-better-looking</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-15</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1484443825440-HRJ6Y1HG5DC0N9YBMTC2/voxelLightingTest4.png</image:loc>
      <image:title>Blog - Shadows Are Slowly Getting Better Looking</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/8/player-collision-is-working</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483922701405-2G3VLT7V2ZQJUDTCDEHZ/glassAndStone.png</image:loc>
      <image:title>Blog - Player Collision Is Working</image:title>
      <image:caption>I made it so every time the player resolves collision with a block it would change the block to glass or cobblestone.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/8/collision-testing-area</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-08</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483911992984-4XD6AWB5M5NVVZA3JX72/collisionTrainingCourse.png</image:loc>
      <image:title>Blog - Collision Testing Area</image:title>
      <image:caption>Making a collision testing course to test the movement/collision system</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/5/aabb-vs-ray-test-seems-to-be-working</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-06</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483667622477-ZS5WR586X6II4M28GZXD/AABBRayTest2.png</image:loc>
      <image:title>Blog - AABB Vs. Ray Test Seems To Be Working</image:title>
      <image:caption>Been working on getting a function set up that will test intersection between a ray and an Axis-Aligned Bounding Box. Seems to be working correctly now. Now I can move on to making the player collision code.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/voxel-engine-demo-video</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/opentk-platformer-source-code-kinda</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483502286346-3JYKR2PL1HQQAP150NEI/OpenTKPlatformerExample.png</image:loc>
      <image:title>Blog - OpenTK Platformer Source Code (kinda)</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-8-directx-voxels</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498603068-01GNJXDKOCV2HIY9T1K4/directxVoxels.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Started working with voxels again. These are drawn using the dynamic buffer</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498646168-OAVW4KL2X1LF83CIVMO1/directxVoxelTypes.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Testing all the different Voxel Types' texture mapping. The textures used here come from Sphax PureBDCraft for minecraft (http://bdcraft.net/)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498724699-GESKLP8JHEGZ2BZ1FC8E/directxVoxelHello.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Added static buffer generation and the ability to add multiple chunks.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498782962-EPIA5JBFOX0BCFW5XKPC/directxVoxelReticle.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Added ray-casting method to find the block you are looking at</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498835826-2QJYWUZE3JPQYCP0D0EJ/directxVoxelHouse.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Built a crappy house for testing purposes.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498867423-MDICHPM44DC5PXG8CGWZ/directxChunks.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Switched to original minecraft textures since they are lower resolution. Added a lot more chunks with a spherical view distance. Haven't done any Frustrum Culling yet so the view distance is pretty tiny</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498952328-70MD4APQ2H3KPPPM6O2O/directxLighting1.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Started working with an alternate method for rendering that uses a area fill method to find everything up to a certain distance.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483499568695-0IJFXG2KF4VQAW69C7J6/directxLightingTest2.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>Added some ray-casting to the rendering to make some rudimentary shadows</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483499619906-F2QAQ3Y4HM97RFAFNZ72/directxLightingTest3.png</image:loc>
      <image:title>Blog - 2016 Gallery 8: DirectX Voxels</image:title>
      <image:caption>The shadows don't look very nice yet on uneven terrain</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-7-directx-initial-tests</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497582825-68CRACT0IWYP5KCXX5HC/directxSphere.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Copied some code for making a sphere and converted it to C for DirectX. The colors are simply set by the (x,y,z) coordinates of each vertex</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497692736-ZD7EAVHEKSF0U9MGRNR7/directxLightingAndBlending.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Enabled default lighting in DirectX and generated random colors for the sphere. Also added a cube</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497742225-PHW5QZ9UUG3TW6SVL6ML/directxCorruptTexture.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Had a spot of trouble when trying to pass texture information to DirectX</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497782652-HXTEW0B4WZ8VESRN0JLK/directxLava.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Eventually got the texture problem fixed.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497814192-Z3YHPG7ZRX77SR8C6TUB/directx2DHUDandCubes.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Changed the background color, tested drawing a single vertex buffer with different transform matrices, and got the 2D rendering working on top of the 3D world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497904970-YVNJK1GQIQU47NRMDMTS/directxStbFontRendering.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Trying to get stb_truetype.h to render text for me. Had a problem with DirectX wanting square textures</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497960397-6FKX5CTPFU6A53KMB7K2/directxStbFontPacking.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Fixed it by simply rendering all the characters into a packed texture. (Well to be fair, I didn't do the packing, the stb library did. Thanks Sean Barrett!!)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498074100-LYE97PU82WYEXHHN2NXW/directxEmeralds.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>The emerald texture for Sphax PureBDCraft texture pack had a nice color to it</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498114616-ANB0FJ6T48X6Y070YFNO/directxSkybox.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Adding a skybox makes everything look so nice!</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498150865-O6FA0P1DO5UUK9NSE6RE/directxHeightmap.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Tried generating a heightmap from a bitmap. Grass texture was made by me, looks pretty terrible.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498204581-KXUUUKI8EQ7JYGKK64EE/directxChairs.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Loading in .obj files. .mtl file loading isn't working yet.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498247496-T6HFH1N5W97597MMYD1A/directxTruetypeText.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Got the texures working for obj model. Also made a simple function to print strings on the screen using the font pack made earlier. (stb_truetype is awesome, you should go check it out: https://github.com/nothings/stb/blob/master/stb_truetype.h)</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498336389-00Y9AGXWZ4TJFYTBE610/directxWhompsFortress</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Loaded a model ripped from Super Mario 64. Good ol' Whomp's Fortress.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498383058-QBA7JI1Q6BIHV0HL37WN/directxProjectionMatrix.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>All of the matrix math in the engine was done by me so there are still some bugs to be worked out. For some reason when I changed the near and far distance it messed up my FOV</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483498453038-XE015PBMRXYKKLSD3KD4/directxDynamicBuffer.png</image:loc>
      <image:title>Blog - 2016 Gallery 7: DirectX Initial Tests</image:title>
      <image:caption>Stress testing a dynamic buffer in DirectX.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-6-other-opengl-stuff</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497128481-VGRQ5AL5OWU1SP8GY46T/faraway1.png</image:loc>
      <image:title>Blog - 2016 Gallery 6: Other OpenGL Stuff</image:title>
      <image:caption>A side project that never developed into anything. Simply got some rendering stuff copied over and then it was abandoned</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483497181730-QIXX2WM4O72DGYTS3E1H/image-asset.png</image:loc>
      <image:title>Blog - 2016 Gallery 6: Other OpenGL Stuff</image:title>
      <image:caption>I worked on making a rasterizer for shapes defined by quadratic curves. It works off the assumption that, taken any point you can cast a ray in any direction, count the number of intersections going one way and going the other and the resulting number determines whether the point is inside the shape or not. The white interior here is actually a rasterized bitmap created using the curves. I looped through each pixel and performed the containment test to determine whether it was white or transparent. There was no antialiasing and it was painfully slow and unusable but it was a great educational project.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-5-bitmap-font-creator</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496614939-UF1RM1NJWO54XZLJ2XNM/fontcreator1.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>First attempt at finding the different image parts. I believe the problem was a simple for loop comparing the y with width instead of height</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496700321-GDLID7R2XB9F8J22WX3Y/fontcreator2.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>Found all the characters. We are drawing them with random colors to show that they are separated</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496751777-IFJWCVD6OXMZLHK6KWFK/fontcreator3.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>Some stuff is coming together. The blue lines indicated the alignment to the bottom of the line. The width of the characters was not adjustable yet.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496828080-0LH5833KL3X025IS2ZYT/fontcreator4.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>Added the ability to specify the width of each character so they fit together better when drawn in a word/sentence. Also added some alignment guides</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496884110-52MM7Q2RV20UQZFGI95K/fontcreator5.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>Loading a smaller font</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496929959-B106QU23N0Z465UE2DLS/fontcreator6.png</image:loc>
      <image:title>Blog - 2016 Gallery 5: Bitmap Font Creator</image:title>
      <image:caption>Had some fun with shaders again and made a cool moving background for the selected and hovering characters. Added a message in the bottom right for outputting information. Also, not in the image, I tried making a Lua console that you could call C functions from. It used the fonts created from the program.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-4-opengl-in-c</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496275760-XT8M36LUBAG91S55HDFO/openglTest.png</image:loc>
      <image:title>Blog - 2016 Gallery 4: OpenGL in C</image:title>
      <image:caption>The first two triangles in OpenGL</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496308486-CSGRNVNR0XBQR2XP8LRD/openglTest2.png</image:loc>
      <image:title>Blog - 2016 Gallery 4: OpenGL in C</image:title>
      <image:caption>Got a cube generated with different colors for each side</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496339534-ARQEVQU9ULXA88NSIITP/openglTest3.png</image:loc>
      <image:title>Blog - 2016 Gallery 4: OpenGL in C</image:title>
      <image:caption>Rendering the Texture Coordinates to make sure they were right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483496366702-LSKHZB54S7KOOBBRGZK3/openglTest4.png</image:loc>
      <image:title>Blog - 2016 Gallery 4: OpenGL in C</image:title>
      <image:caption>Rendering a high resolution screenshot of Sublime Text to see how the mipmapping looked</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-3-the-last-of-opentk</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495718427-XFX0Q6E4SZ2G2RT83JY5/TriangleSoupPOC.png</image:loc>
      <image:title>Blog - 2016 Gallery 3: The Last of OpenTK</image:title>
      <image:caption>I wanted to try my hand at method for "Triangle Soup" vs. sphere collision detection. I got to the point where I had divided the levels triangles into a quad tree and tested moving the sphere around and seeing which triangles it would have to do intersection tests with</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495895619-XSH5TDMVAVX8W3WS3IO4/Snake1.jpg</image:loc>
      <image:title>Blog - 2016 Gallery 3: The Last of OpenTK</image:title>
      <image:caption>I also worked on a 2D snake game for a demonstration. It was a simple snake game with a couple more features not shown here. It had a grid that moved like Geometry wars and bombs that would spawn that you would have to dodge. It was a fun game to show people and mess with the settings (speed, spawn-rate, etc.)</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-2-opentk-and-fbx-models</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495312430-QU25I51824TJFL1ZLRNQ/BlackAndWhiteThing.png</image:loc>
      <image:title>Blog - 2016 Gallery 2: OpenTK and FBX Models</image:title>
      <image:caption>My initial attempt to get some vertices on the screen was not very successful. I believe it was accidentally sampling color values as position information.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495380062-7ESNWICW3XVREZBSIIXG/ModelLoading.png</image:loc>
      <image:title>Blog - 2016 Gallery 2: OpenTK and FBX Models</image:title>
      <image:caption>The next attempt was a little better but still not very great</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495416386-2LILONRAU1J1NB8D4BJM/fbxLoading.png</image:loc>
      <image:title>Blog - 2016 Gallery 2: OpenTK and FBX Models</image:title>
      <image:caption>Getting closer. The positions of the vertices were all correct but the indices and colors were not.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495465647-OZOI0EBV2ZG65TGFNVBQ/fbxLoading2.png</image:loc>
      <image:title>Blog - 2016 Gallery 2: OpenTK and FBX Models</image:title>
      <image:caption>Finally we got the right positions, colors, and even somewhat correct texture coordinates. However the y value seemed to be flipped, hence the upside-down face.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483495535576-G7WVDZBGN7ROZD7QRAIR/jechtjechtjecht.png</image:loc>
      <image:title>Blog - 2016 Gallery 2: OpenTK and FBX Models</image:title>
      <image:caption>Finally got the model loaded correctly. This was a stress test to see how many I could draw on screen at once.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.siltutorials.com/blog/2017/1/3/2016-gallery-1-opentk-voxels</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2017-01-04</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483494824427-95V77U6HGSLAELC8I5K5/BeginningVoxels.png</image:loc>
      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
      <image:caption>The first voxels and model loading I got working in OpenTK/C#</image:caption>
    </image:image>
    <image:image>
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      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
      <image:caption>With voxels working I started working on getting some voxel characters animated.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1483494976837-VQR8P21U2F3K171TW1PH/boy1Running.png</image:loc>
      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
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      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
      <image:caption>I got a 3D grid based ray-casting working and simply filled the blocks I passed through to represent the steps taken during the ray-cast.</image:caption>
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    <image:image>
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      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
      <image:caption>Just messing around with the orthogonal view and block placement using the ray-casting.</image:caption>
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    <image:image>
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      <image:title>Blog - 2016 Gallery 1: OpenTK Voxels</image:title>
      <image:caption>Tried doing some custom shaders to do bump mapping and lighting.</image:caption>
    </image:image>
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    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1493484533324-EK90YWMJ1HYPRJG822AI/image-asset.png</image:loc>
      <image:title>Sublime Text Build Tool Tutorial</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1493485489914-CHQFYSWXD0Y47XYDH1I8/image-asset.png</image:loc>
      <image:title>Sublime Text Build Tool Tutorial</image:title>
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    <image:image>
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      <image:title>Sublime Text Build Tool Tutorial</image:title>
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    <image:image>
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      <image:title>Sublime Text Build Tool Tutorial</image:title>
      <image:caption>Awesome! Easy to spot what's causing the errors.</image:caption>
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    <image:image>
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      <image:title>Sublime Text Build Tool Tutorial</image:title>
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    <image:image>
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      <image:title>Sublime Text Build Tool Tutorial</image:title>
      <image:caption>That's much nicer on the eyes now isn't it?</image:caption>
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    <loc>https://www.siltutorials.com/sublime-text-syntax-tutorial</loc>
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    <lastmod>2017-04-30</lastmod>
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    <loc>https://www.siltutorials.com/pic32</loc>
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    <priority>0.75</priority>
    <lastmod>2018-03-31</lastmod>
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      <image:title>PIC32 Microcontrollers</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1522462315300-20D54R2J4HPR5FQQY68D/StarterKit.png</image:loc>
      <image:title>PIC32 Microcontrollers - Part 0: Setup</image:title>
      <image:caption>In this part we set up the environment and get a pre-built example running on the microcontroller.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1522463175175-X718PLQ8AVFGO544TF2M/ClockDiagram.png</image:loc>
      <image:title>PIC32 Microcontrollers - Part 1: Clocks and Configuration</image:title>
      <image:caption>In this part we dive deeper into the example project and explain how all of the pieces that were added in Part 0 work.</image:caption>
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    <image:image>
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      <image:title>PIC32 Microcontrollers - Part 2: Interrupts</image:title>
      <image:caption>In this part we look at how to set up and use interrupts by taking you through the process of setting up an external interrupt for one of the buttons on the starter kit.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1522462053097-NH7FI57RGDL67V38UP0C/SublimeTextPlugin.png</image:loc>
      <image:title>PIC32 Microcontrollers - Part 2: UART</image:title>
      <image:caption>In this part we set up the UART peripheral and provide a means by which we can do debug output and input using the on-board UART to USB FTDI chip.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1522462060084-M0VN9SWHDBANOUWSX1SN/SublimeTextPlugin.png</image:loc>
      <image:title>PIC32 Microcontrollers - Part 3: Timer</image:title>
      <image:caption>In this part we set up a "Tick TImer" which fires an interrupt at 1ms intervals and provides us with a backbone for keeping track of time.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1522462066465-JJGBRSQTYYVS87VFZSUE/SublimeTextPlugin.png</image:loc>
      <image:title>PIC32 Microcontrollers - Part 4: SPI</image:title>
      <image:caption>In this part we set up the SPI peripheral to communicate with the external flash memory found on the starter kit.</image:caption>
    </image:image>
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    <lastmod>2021-06-08</lastmod>
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      <image:title>Portfolio</image:title>
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      <image:title>Portfolio - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  </url>
  <url>
    <loc>https://www.siltutorials.com/pigengine</loc>
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    <lastmod>2022-11-21</lastmod>
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      <image:title>Pig Engine</image:title>
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      <image:title>Pig Engine - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/86f45257-6faa-4083-9b1d-6ce8c1aab033/house1.png</image:loc>
      <image:title>Pig Engine - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/aab464ad-87e0-484c-b022-70d29e3fa2b7/new_thumbnail.png</image:loc>
      <image:title>Pig Engine - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/584fd8f5-b069-4724-b289-a7a46160ca00/loco_stoko.png</image:loc>
      <image:title>Pig Engine - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/e981b207-4106-4e3f-b385-7b043ec9eb08/Cover.png</image:loc>
      <image:title>Pig Engine - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/556f34c3e4b067000573f410/1669003781786-NYXW9YCWDKSSNXILB8FH/BlockDiagram_Gylib.png</image:loc>
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