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    <title>GameDevKicks.com</title>
    <description>the latest published stories from GameDevKicks.com</description>
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      <title>Quantum Engine 1.0 (Beta 1) Released!</title>
      <description>Quantum EngineT is an advanced 2D game application framework for PC's running Microsoft Windows&amp;#174; and Direct3D for hardware accelerated rendering. It's made with and usable from the Delphi programming language from Embarcadero (bindings for other languages such as c/c++ can also be made). Quantum Engine is designed to be easy to use, robust and feature rich. It's suitable for making all types of 2D games and graphic simulations and should be easy to incorporate into your current and future projects. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fquantumeventgames.com%2fproducts%2fgamedev%2fquantum-engine.html"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fquantumeventgames.com%2fproducts%2fgamedev%2fquantum-engine.html" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/Lao3mFq453E3OJpqJZLLK2-wQhw/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Lao3mFq453E3OJpqJZLLK2-wQhw/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/Lao3mFq453E3OJpqJZLLK2-wQhw/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Lao3mFq453E3OJpqJZLLK2-wQhw/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/engines/Quantum_Engine_1_0_Beta_1_Released</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/engines/Quantum_Engine_1_0_Beta_1_Released</guid>
      <pubDate>Wed, 01 Jul 2009 15:37:47 GMT</pubDate>
    </item>
    <item>
      <title>Introduction to DirectX Course</title>
      <description>Welcome to this free online DirectX 10 course. This is the place where you can learn the basics of graphics programming using DirectX 10 API, learn HLSL (High Level Shader Language) and gain necessary math skills that you need on way to become a game developer. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fdirectxcourse.blogspot.com%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fdirectxcourse.blogspot.com%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Eg9qMCfpW1NrMW9H93w1LAWjeYY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Eg9qMCfpW1NrMW9H93w1LAWjeYY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/directx/Introduction_to_DirectX_Course</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/directx/Introduction_to_DirectX_Course</guid>
      <pubDate>Tue, 30 Jun 2009 14:28:28 GMT</pubDate>
    </item>
    <item>
      <title>Co-op storylines.</title>
      <description>How to involve multiple player's in the story of a co-operatively played game. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fco-op-storylines"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fco-op-storylines" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Vkl3w16e4ypwgGS53Hpsa1fSdak/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Vkl3w16e4ypwgGS53Hpsa1fSdak/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/gamewriting/Co_op_storylines</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/gamewriting/Co_op_storylines</guid>
      <pubDate>Mon, 29 Jun 2009 22:10:57 GMT</pubDate>
    </item>
    <item>
      <title>Zero Budget Indie Marketing Guide</title>
      <description>This guide is for anybody who has a nice game under their belt and wants to give it some more exposure. It doesn't matter if you're just a two-bit dev submitting simple concepts to some backwater forum. In fact, it's probably better if you are: this article is geared towards you, and can help you make the most of something that would otherwise disappear into the murky undercity of the Internet.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.devmag.org.za%2farticles%2f78-ZERO-BUDGET-INDIE-MARKETING-GUIDE%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.devmag.org.za%2farticles%2f78-ZERO-BUDGET-INDIE-MARKETING-GUIDE%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/_L_zQju9ObrAztTJb_QPF-xVLWA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/_L_zQju9ObrAztTJb_QPF-xVLWA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/general/Zero_Budget_Indie_Marketing_Guide</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/general/Zero_Budget_Indie_Marketing_Guide</guid>
      <pubDate>Fri, 26 Jun 2009 20:11:09 GMT</pubDate>
    </item>
    <item>
      <title>Managing Data Relationships</title>
      <description>How does your game data relate to each other? In this independent technical article, originally published in Game Developer magazine and posted online as part of Intel's Visual Computing section, game development veteran Noel Llopis looks at how coders should structure and retrieve the intertwined world of game data in memory. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4015%2fmanaging_data_relationships.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4015%2fmanaging_data_relationships.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/OGR_gXzIokrx59R67Uyz83Rbbd8/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/OGR_gXzIokrx59R67Uyz83Rbbd8/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/general/Managing_Data_Relationships</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/general/Managing_Data_Relationships</guid>
      <pubDate>Fri, 26 Jun 2009 19:03:31 GMT</pubDate>
    </item>
    <item>
      <title>How I got art for my game, part 1.</title>
      <description>The first part of how I went about getting artwork for my project. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fhow-i-got-art-for-my-game-part-1"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fhow-i-got-art-for-my-game-part-1" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/Hj6N6YshxXG29JABe_AFRPrN0mg/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Hj6N6YshxXG29JABe_AFRPrN0mg/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/Hj6N6YshxXG29JABe_AFRPrN0mg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Hj6N6YshxXG29JABe_AFRPrN0mg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/generalart/How_I_got_art_for_my_game_part_1</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/generalart/How_I_got_art_for_my_game_part_1</guid>
      <pubDate>Tue, 23 Jun 2009 13:23:30 GMT</pubDate>
    </item>
    <item>
      <title>Game State Management and glitch free loading</title>
      <description>Shawn Hargreaves discusses how to expand upon the Game State Management sample and implement faster run-time performance by pre-loading all of the assets required to draw the screens. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1153"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1153" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/schdZFXwoWWc5vUsVG2-U9SNZLY/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/schdZFXwoWWc5vUsVG2-U9SNZLY/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/schdZFXwoWWc5vUsVG2-U9SNZLY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/schdZFXwoWWc5vUsVG2-U9SNZLY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/xna/Game_State_Management_and_glitch_free_loading</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Game_State_Management_and_glitch_free_loading</guid>
      <pubDate>Mon, 22 Jun 2009 16:34:33 GMT</pubDate>
    </item>
    <item>
      <title>C# Networking Tutorial</title>
      <description>A networking tutorial with a game making perspective. Has 5 parts. (not too long) It has bits on how to implement it, and has a basic implementation example of TCP. It also has a section about Security and how what information should be sent from server to client to keep hackers at bay. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d133"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d133" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/3ctsCpwTaRjGnDtdyGMbWdn5fcs/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/3ctsCpwTaRjGnDtdyGMbWdn5fcs/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/networking/C_Networking_Tutorial</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/networking/C_Networking_Tutorial</guid>
      <pubDate>Mon, 22 Jun 2009 13:39:24 GMT</pubDate>
    </item>
    <item>
      <title>Ziggyware Summer 2009 XNA Article Contest</title>
      <description>It's time for the Ziggyware Summer 2009 XNA Article Contest. This go around I am giving away an XBox 360 with 120 GB HDD, XNA Logo Black Zunes, SunBurn Lighting and Material Engine licenses and a lot more. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1154"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1154" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/xna/Ziggyware_Summer_2009_XNA_Article_Contest</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Ziggyware_Summer_2009_XNA_Article_Contest</guid>
      <pubDate>Mon, 22 Jun 2009 13:39:24 GMT</pubDate>
    </item>
    <item>
      <title>Why developing for XNA?</title>
      <description>The current sales figures might be disheartening, but there's a couple of good reasons why developing for XNA isn't such a bad idea. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fso-why-xna"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fso-why-xna" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/xna/Why_developing_for_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Why_developing_for_XNA</guid>
      <pubDate>Tue, 16 Jun 2009 18:15:35 GMT</pubDate>
    </item>
    <item>
      <title>Rendering Animated Avatars with XNA</title>
      <description>have written a short tutorial describing the basics of Avatar rendering in XNA using the Microsoft samples as a reference. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d270"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d270" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/lN2ttfKGS2eUB5OeDxMXCLIiQt8/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/lN2ttfKGS2eUB5OeDxMXCLIiQt8/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/xna/Rendering_Animated_Avatars_with_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Rendering_Animated_Avatars_with_XNA</guid>
      <pubDate>Sat, 13 Jun 2009 00:33:14 GMT</pubDate>
    </item>
    <item>
      <title>ATI Catalyst 9.6 (BETA): A Stack of New OpenGL Extensions!</title>
      <description>The upcoming Catalyst 9.6 brings a stack of OpenGL extensions: 10 extensions have been added for a total of 149. More on this in the post! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d4154"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d4154" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/opengl/ATI_Catalyst_9_6_BETA_A_Stack_of_New_OpenGL_Extensions</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/opengl/ATI_Catalyst_9_6_BETA_A_Stack_of_New_OpenGL_Extensions</guid>
      <pubDate>Thu, 11 Jun 2009 13:41:43 GMT</pubDate>
    </item>
    <item>
      <title>XNA Game - Soft Blocks</title>
      <description>Creative Cog Games has a new XNA game in beta: Balloon Blocks, a soft body physics based match-3 game that aims to use soft-body physics to create unique and intuitive game play and simple, inviting graphics to make the game appealing to gamers of all stripes. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1130"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1130" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/hVRmOV7rN_K7RM085Xa4PsGA_dM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/hVRmOV7rN_K7RM085Xa4PsGA_dM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;</description>
      <link>http://www.gamedevkicks.com/xna/XNA_Game_Soft_Blocks</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/XNA_Game_Soft_Blocks</guid>
      <pubDate>Wed, 10 Jun 2009 18:12:28 GMT</pubDate>
    </item>
    <item>
      <title>Rendering Water as a Post-process Effect</title>
      <description>Water plays an important role in all terrain renderers used in modern games and visualizations to present outdoor areas. This is because it improves general image quality in an extent bigger than any other technique and makes it more photorealistic. Alas, even though it tends to look better and better with every game released it is still far from being realistic.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamedev.net%2freference%2fprogramming%2ffeatures%2fppWaterRender%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamedev.net%2freference%2fprogramming%2ffeatures%2fppWaterRender%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/general/Rendering_Water_as_a_Post_process_Effect</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/general/Rendering_Water_as_a_Post_process_Effect</guid>
      <pubDate>Wed, 10 Jun 2009 16:22:25 GMT</pubDate>
    </item>
    <item>
      <title>AdamAtomic releases his Flash engine, Flixel</title>
      <description>Just released by Adam 'Atomic' Saltsman for the benefit of indie devs everywhere: the Flixel engine, an open-source, fully featured, newly updated version of the Flash AS3 library Saltsman used for both his original web hit Gravity Hook, and the most recent Offworld-featured Fathom.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fflixel.org%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fflixel.org%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/flash/AdamAtomic_releases_his_Flash_engine_Flixel</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/flash/AdamAtomic_releases_his_Flash_engine_Flixel</guid>
      <pubDate>Wed, 10 Jun 2009 15:21:53 GMT</pubDate>
    </item>
    <item>
      <title>Tribes of Mexica, the beginning.</title>
      <description>The first tech-demo/proof-of-concept post in what's to be a series about designing, developing and promoting an indy game from the ground up. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2ftribes-of-mexica-the-beginning"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2ftribes-of-mexica-the-beginning" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/general/Tribes_of_Mexica_the_beginning</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/general/Tribes_of_Mexica_the_beginning</guid>
      <pubDate>Wed, 10 Jun 2009 14:10:28 GMT</pubDate>
    </item>
    <item>
      <title>The uncanny valley of videogames.</title>
      <description>On states and simulations. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fthe-uncanny-valley-of-videogames"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fthe-uncanny-valley-of-videogames" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/gamedesign/The_uncanny_valley_of_videogames</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/gamedesign/The_uncanny_valley_of_videogames</guid>
      <pubDate>Tue, 09 Jun 2009 02:59:28 GMT</pubDate>
    </item>
    <item>
      <title>Postmortem: Gaijin Games' BIT.TRIP BEAT</title>
      <description>In a postmortem of the acclaimed WiiWare title, Gaijin Games' Alex Neuse looks at the creation of abstract action game BIT.TRIP BEAT,  detailing what went right and wrong in the making of the original WiiWare title. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4041%2fpostmortem_gaijin_games_bittrip_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4041%2fpostmortem_gaijin_games_bittrip_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/industrynews/Postmortem_Gaijin_Games_BIT_TRIP_BEAT</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/industrynews/Postmortem_Gaijin_Games_BIT_TRIP_BEAT</guid>
      <pubDate>Fri, 05 Jun 2009 13:25:23 GMT</pubDate>
    </item>
    <item>
      <title>Analysis: The Psychology Behind Item Collecting &amp;amp; Achievement Hoarding</title>
      <description>Item-collecting has been a staple of video games for many years. What is it inside gamers' heads that makes us want to accumulate items and chase after Achievements? Gamasutra's Kris Graft speaks with the experts... &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fphp-bin%2fnews_index.php%3fstory%3d23724"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fphp-bin%2fnews_index.php%3fstory%3d23724" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/general/Analysis_The_Psychology_Behind_Item_Collecting_Achievement_Hoarding</link>
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      <pubDate>Wed, 03 Jun 2009 18:13:27 GMT</pubDate>
    </item>
    <item>
      <title>Splitting Octal Tree (OCTree) with Sliding Sphere Collision</title>
      <description>XNA Splitting Octree Sample With 3D Collision Response using Sliding Sphere collision. This sample calculates splitting octal trees for improved collision query times. Direct vertex buffer access is used to get around the need for the XNA content pipeline. This sample features spherical collision with an arbitrary world of polygons and is very fast an stable. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1122"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1122" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/xna/Splitting_Octal_Tree_OCTree_with_Sliding_Sphere_Collision</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Splitting_Octal_Tree_OCTree_with_Sliding_Sphere_Collision</guid>
      <pubDate>Tue, 02 Jun 2009 19:53:54 GMT</pubDate>
    </item>
    <item>
      <title>The cattle prod.</title>
      <description>Forcing the player to move forward. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fthe-cattle-prod"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fthe-cattle-prod" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/gamedesign/The_cattle_prod</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/gamedesign/The_cattle_prod</guid>
      <pubDate>Mon, 01 Jun 2009 13:37:34 GMT</pubDate>
    </item>
    <item>
      <title>Sponsored Feature: Rendering Grass with Instancing in DirectX 10</title>
      <description>In this Intel-sponsored feature, part of Gamasutra's Visual Computing section, Kalra examines ways to render realistic grass in your game, utilizing DirectX 10 and vertex shaders. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4028%2fsponsored_feature_rendering_grass_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4028%2fsponsored_feature_rendering_grass_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/directx/Sponsored_Feature_Rendering_Grass_with_Instancing_in_DirectX_10</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/directx/Sponsored_Feature_Rendering_Grass_with_Instancing_in_DirectX_10</guid>
      <pubDate>Thu, 28 May 2009 18:18:14 GMT</pubDate>
    </item>
    <item>
      <title>From Concept to Execution - The Art of Defense Grid: The Awakening</title>
      <description>In an in-depth article, the creators of Hidden Path's critically acclaimed PC and upcoming XBLA title Defense Grid: The Awakening look at the visual concept work that went into the game's creation, suggesting that &amp;quot;pre-production concept development and visualization resulted in a much better looking game and in significantly reduced problems&amp;quot; during the title's development. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4037%2ffrom_concept_to_execution__the_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4037%2ffrom_concept_to_execution__the_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/gamedesign/From_Concept_to_Execution_The_Art_of_Defense_Grid_The_Awakening</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/gamedesign/From_Concept_to_Execution_The_Art_of_Defense_Grid_The_Awakening</guid>
      <pubDate>Wed, 27 May 2009 16:50:47 GMT</pubDate>
    </item>
    <item>
      <title>Sponsored Feature: Distributing Your Game On Nokia's Ovi Store</title>
      <description>In this sponsored feature, Nokia outlines its newly expanded digital Ovi Store, which allows mobile games in a variety of formats to be sold with a 70/30 revenue split to the game developer. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4033%2fsponsored_feature_distributing_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f4033%2fsponsored_feature_distributing_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/industrynews/Sponsored_Feature_Distributing_Your_Game_On_Nokia_s_Ovi_Store</link>
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      <pubDate>Wed, 27 May 2009 15:07:09 GMT</pubDate>
    </item>
    <item>
      <title>The Alamo standoff.</title>
      <description>The effects of getting swarmed in by enemies. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fthe-alamo-standoff"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fthe-alamo-standoff" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
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      <link>http://www.gamedevkicks.com/gamedesign/The_Alamo_standoff</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/gamedesign/The_Alamo_standoff</guid>
      <pubDate>Wed, 27 May 2009 13:38:20 GMT</pubDate>
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