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    <title>GameDevKicks.com</title>
    <description>the latest published stories from GameDevKicks.com</description>
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      <title>Integrating ToLua++ and Your Game Engine</title>
      <description>ToLua is a sort of API/code generator that binds Lua to C code and functions by using a pkg file, a declaration file in which you simply transplant the public members, member functions, and non-member functions of the construct/routine you wish to call in Lua. ToLua++ (the focus of this article) takes this a step further and binds C++ constructs and functions to Lua. It will allow you to use your game engine classes in Lua as native types, and allow you to shunt data between C++ and Lua through the Lua stack while retaining the data structure. The possibilities are endless; you could create objects in Lua using the scripts as initializers, you could expose your object management class and control it from scripts, or you could expose your entire game engine, handling every detail from Lua. ToLua++ is relatively easy to setup, even if the documentation is somewhat lacking. &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%2fToLuaPP%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamedev.net%2freference%2fprogramming%2ffeatures%2fToLuaPP%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/d0zVaK444gFcfUpBeonK3Tx0qnA/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/d0zVaK444gFcfUpBeonK3Tx0qnA/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/3mEwnIGev5g" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/3mEwnIGev5g/Integrating_ToLua_and_Your_Game_Engine</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/scripting/Integrating_ToLua_and_Your_Game_Engine</guid>
      <pubDate>Tue, 06 Jan 2009 22:24:24 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/scripting/Integrating_ToLua_and_Your_Game_Engine</feedburner:origLink></item>
    <item>
      <title>iLang Syne: A Guide To iPhone Game Development In 2009</title>
      <description>In this in-depth Gamasutra feature, veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of developing for Apple's hit device. &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%2f3897%2filang_syne_a_guide_to_iphone_game_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f3897%2filang_syne_a_guide_to_iphone_game_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/zAA7U0NFBM_iQKbkFvM3WDMyZKY/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/zAA7U0NFBM_iQKbkFvM3WDMyZKY/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/TCtz36tnUs4" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/TCtz36tnUs4/iLang_Syne_A_Guide_To_iPhone_Game_Development_In_2009</link>
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      <pubDate>Tue, 06 Jan 2009 21:24:21 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/industrynews/iLang_Syne_A_Guide_To_iPhone_Game_Development_In_2009</feedburner:origLink></item>
    <item>
      <title>All Photoshop blending modes + RGB to HSL, etc. in a GLSL shader</title>
      <description>Something that might interest you.. all the Photoshop blending modes as GLSL macros + RGB to HSL (hue, saturation, luminance), contrast, desaturation. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fblog.mouaif.org%2f2009%2f01%2f05%2fphotoshop-math-with-glsl-shaders%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fblog.mouaif.org%2f2009%2f01%2f05%2fphotoshop-math-with-glsl-shaders%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/_pjWErevE22yAYdY5cy-vljXVcA/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/_pjWErevE22yAYdY5cy-vljXVcA/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/nnlLUpQw45Y" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/nnlLUpQw45Y/All_Photoshop_blending_modes_RGB_to_HSL_etc_in_a_GLSL_shader</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/opengl/All_Photoshop_blending_modes_RGB_to_HSL_etc_in_a_GLSL_shader</guid>
      <pubDate>Tue, 06 Jan 2009 18:52:22 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/opengl/All_Photoshop_blending_modes_RGB_to_HSL_etc_in_a_GLSL_shader</feedburner:origLink></item>
    <item>
      <title>GPU Gems 3: Chapters 11, 12, and 13 Online</title>
      <description>Three new chapters of GPU Gems 3 are now available and cover the following topics: Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders, High-Quality Ambient Occlusion
and Volumetric Light Scattering. &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%3d2968"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2968" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/P4W_aSWdNc6QlQmDaP3DsADmYlw/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/P4W_aSWdNc6QlQmDaP3DsADmYlw/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/3vKlcpjXfsM" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/3vKlcpjXfsM/GPU_Gems_3_Chapters_11_12_and_13_Online</link>
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      <pubDate>Tue, 06 Jan 2009 15:15:49 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/general/GPU_Gems_3_Chapters_11_12_and_13_Online</feedburner:origLink></item>
    <item>
      <title>NVIDIA GPU Programming Guide Updated for GeForce 8/9</title>
      <description>NVIDIA has updated its GPU Programming Guide and this new version is focused specifically on the GeForce 8 and 9 GPUs. &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%3d2977"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2977" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/dHk4rT6hgMY-MtQM68um5p56w5Q/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/dHk4rT6hgMY-MtQM68um5p56w5Q/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/FWmttv4QhlY" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/FWmttv4QhlY/NVIDIA_GPU_Programming_Guide_Updated_for_GeForce_8_9</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/general/NVIDIA_GPU_Programming_Guide_Updated_for_GeForce_8_9</guid>
      <pubDate>Tue, 06 Jan 2009 15:15:49 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/general/NVIDIA_GPU_Programming_Guide_Updated_for_GeForce_8_9</feedburner:origLink></item>
    <item>
      <title>2008 AiGameDev.com Awards for Game AI: The Results</title>
      <description>Here are the results for the 2nd Annual AiGameDev.com Awards for Game AI, where the best games of the year are nominated and voted by professionals, enthusiasts, and researchers in artificial intelligence for games. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2faigamedev.com%2fawards%2f2008-results"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2faigamedev.com%2fawards%2f2008-results" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/L2BJIlfUAMFNeQariabi076iaO0/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/L2BJIlfUAMFNeQariabi076iaO0/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/N7V1Q0yd7YQ" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/N7V1Q0yd7YQ/2008_AiGameDev_com_Awards_for_Game_AI_The_Results</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/artificialintelligence/2008_AiGameDev_com_Awards_for_Game_AI_The_Results</guid>
      <pubDate>Mon, 05 Jan 2009 19:43:10 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/artificialintelligence/2008_AiGameDev_com_Awards_for_Game_AI_The_Results</feedburner:origLink></item>
    <item>
      <title>Blender 3D - creating a Low Poly Character</title>
      <description>Mykre has found a very good Video tutorial that uses Blender 3D to create a low poly character for use in your XNA Game Projects. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.virtualrealm.com.au%2fblogs%2fblender-3d-creating-a-low-poly-character%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.virtualrealm.com.au%2fblogs%2fblender-3d-creating-a-low-poly-character%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/J3FvWssIwSB62FCtcT7loQd8cqY/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/J3FvWssIwSB62FCtcT7loQd8cqY/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/eSj35VqE_4k" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/eSj35VqE_4k/Blender_3D_creating_a_Low_Poly_Character</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/animationmodeling/Blender_3D_creating_a_Low_Poly_Character</guid>
      <pubDate>Mon, 05 Jan 2009 18:35:57 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/animationmodeling/Blender_3D_creating_a_Low_Poly_Character</feedburner:origLink></item>
    <item>
      <title>How To Load and Display an Image with DevIL and OpenGL</title>
      <description>This tutorial shows how to load an image file with DevIL 1.7.5 and use it as a texture in OpenGL. Demo binaries as well as source code are provided. &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%3d2925"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2925" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/ZU9AmzPcTxgJwO3ELJUJ_Xk9yIE/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/ZU9AmzPcTxgJwO3ELJUJ_Xk9yIE/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/ZiPkXlw4WjY" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/ZiPkXlw4WjY/How_To_Load_and_Display_an_Image_with_DevIL_and_OpenGL</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/opengl/How_To_Load_and_Display_an_Image_with_DevIL_and_OpenGL</guid>
      <pubDate>Mon, 05 Jan 2009 15:03:45 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/opengl/How_To_Load_and_Display_an_Image_with_DevIL_and_OpenGL</feedburner:origLink></item>
    <item>
      <title>Optimizing the rendering of a particle system</title>
      <description>There are many things that can kill the frame rate in a modern game, and particles are up near the top of the list of causes. A key contributing factor is that particles are subject to a lot of overdraw that is not present in your opaque geometry. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2frealtimecollisiondetection.net%2fblog%2f%3fp%3d91"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2frealtimecollisiondetection.net%2fblog%2f%3fp%3d91" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/tFg7Yz8OJ1hTmuPtJjZSOxLEG9g/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/tFg7Yz8OJ1hTmuPtJjZSOxLEG9g/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/k-mnPrwyYPE" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/k-mnPrwyYPE/Optimizing_the_rendering_of_a_particle_system</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/general/Optimizing_the_rendering_of_a_particle_system</guid>
      <pubDate>Fri, 02 Jan 2009 21:04:10 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/general/Optimizing_the_rendering_of_a_particle_system</feedburner:origLink></item>
    <item>
      <title>XNA Society - Story Development and Game Design (Part 2)</title>
      <description>Thus far, story development using the Heroic Monomyth technique has been discussed. This next part of the article is going to focus on designing a game using preliminary and technical design documents. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f3"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f3" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/q5ftIRFwomEAISpZccskvZ7tsfo/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/q5ftIRFwomEAISpZccskvZ7tsfo/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/JN66LrMK16A" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/JN66LrMK16A/XNA_Society_Story_Development_and_Game_Design_Part_2</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_2</guid>
      <pubDate>Fri, 02 Jan 2009 16:35:23 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_2</feedburner:origLink></item>
    <item>
      <title>XNA Society - Simulating Planetary 2D Gravity</title>
      <description>If you've ever wanted to or planned on making a 2D space game, then this tutorial might be of interest to you. By the time you are finished reading it, you will know how to simulate planetary gravity. In other words, you will be simulating the gravity field that surrounds planets, such as Earth, which pulls objects towards it. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f4"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f4" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/v2-VjCCH51tz27ZNuow1obQIExc/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/v2-VjCCH51tz27ZNuow1obQIExc/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/OBkgE_3ovqU" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/OBkgE_3ovqU/XNA_Society_Simulating_Planetary_2D_Gravity</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/xna/XNA_Society_Simulating_Planetary_2D_Gravity</guid>
      <pubDate>Fri, 02 Jan 2009 14:16:25 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/xna/XNA_Society_Simulating_Planetary_2D_Gravity</feedburner:origLink></item>
    <item>
      <title>A Retrospective Analysis of Game AI in 2008</title>
      <description>Last year, Alex over at AIGameDev.com wrote about his Top 5 Trends and Predictions for 2008. Not only was it a fun article to write, but it also very popular! Now seems like a good time to go back over those five predictions and see how accurate they actually were. He also added a few more trends of 2008 that he didn't predict but turned out to be very important nonetheless. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2faigamedev.com%2feditorial%2fretrospective-game-ai-2008"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2faigamedev.com%2feditorial%2fretrospective-game-ai-2008" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/-CvgFdNaKG5foXSb2FG-Q7WeOWQ/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/-CvgFdNaKG5foXSb2FG-Q7WeOWQ/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/k3JmZ5KBeVE" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/k3JmZ5KBeVE/A_Retrospective_Analysis_of_Game_AI_in_2008</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/artificialintelligence/A_Retrospective_Analysis_of_Game_AI_in_2008</guid>
      <pubDate>Wed, 31 Dec 2008 18:21:24 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/artificialintelligence/A_Retrospective_Analysis_of_Game_AI_in_2008</feedburner:origLink></item>
    <item>
      <title>Announcing First Annual Blade3D Community Games Contest for GDC</title>
      <description>Digini announced the first annual Blade3D Community Games Contest! The contest is open to any Blade3D members who want to create a game using Blade3D.  They'll announce more about the submission process and the judging guidelines between now and New Years ... but suffice it so say - make something FUN and you'll have a good chance at winning.  And what might you win? How about a trip to GDC, including airfare (for 1) and hotel (for as many as the hotel will allow you to fit in 1 room), and your own demo station in the Blade3D booth at GDC. We have a booth right in the front of the North Hall, next to Intel, so the winner will have the opportunity to be &amp;quot;front and center&amp;quot; with the GDC audience.  Stay tuned to thier news page for more details as we reveal them! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.blade3d.com%2fDefault.aspx%3ftabid%3d75%26g%3dposts%26t%3d1054"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.blade3d.com%2fDefault.aspx%3ftabid%3d75%26g%3dposts%26t%3d1054" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/EeHH4pxhr00xARcGHGvGKGru2Tw/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/EeHH4pxhr00xARcGHGvGKGru2Tw/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/Qbnt12CnC9U" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/Qbnt12CnC9U/Announcing_First_Annual_Blade3D_Community_Games_Contest_for_GDC</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/industrynews/Announcing_First_Annual_Blade3D_Community_Games_Contest_for_GDC</guid>
      <pubDate>Wed, 31 Dec 2008 17:08:32 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/industrynews/Announcing_First_Annual_Blade3D_Community_Games_Contest_for_GDC</feedburner:origLink></item>
    <item>
      <title>Tinting an Enemy to Show Damage </title>
      <description>A simple way to show in your XNA game that an enemy has been hurt (but not killed) without having to create any additional frames of animation.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d131"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d131" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/hP4uUzabSrhP5KXFDhyTc1rm0R8/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/hP4uUzabSrhP5KXFDhyTc1rm0R8/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/u13WqizLNDg" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/u13WqizLNDg/Tinting_an_Enemy_to_Show_Damage</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/xna/Tinting_an_Enemy_to_Show_Damage</guid>
      <pubDate>Wed, 31 Dec 2008 05:18:23 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/xna/Tinting_an_Enemy_to_Show_Damage</feedburner:origLink></item>
    <item>
      <title>Blender 3D - Texturing a Box</title>
      <description>Process of Drawing a simple box, Adding the UV Map and Breaking it up, then extracting the UVMap and using Photoshop to create a texture for it.
 &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.virtualrealm.com.au%2farticles%2fblender-3d%2fblender-3d-texturing-a-box%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.virtualrealm.com.au%2farticles%2fblender-3d%2fblender-3d-texturing-a-box%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/PiY6alZvZoxIG57BQXgl8IETfqE/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/PiY6alZvZoxIG57BQXgl8IETfqE/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/F95ZsktQwU0" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/F95ZsktQwU0/Blender_3D_Texturing_a_Box</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/animationmodeling/Blender_3D_Texturing_a_Box</guid>
      <pubDate>Wed, 31 Dec 2008 03:29:20 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/animationmodeling/Blender_3D_Texturing_a_Box</feedburner:origLink></item>
    <item>
      <title>Better Programmer Art</title>
      <description>Joel Davis thought he'd share a set of tips for making better programmer art. These tips are intended to be useful to anyone, regardless of artistic ability or experience. While tips like &amp;quot;practice sketching everyday&amp;quot; or &amp;quot;visit an art museum&amp;quot; might be useful for the aspiring game artist, this document is meant for the non-artist, how to trick people into thinking that you--the left-brained, code-writing, math-loving programmer--have some artistic ability. In addition, none (mostly) of these tips require &amp;quot;practice&amp;quot;, because, while practice is useful and even essential to being a true artist, it always seems like the your deadline is coming up with the sunrise and you just need some damn sprites.  &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%2fart%2ffeatures%2fCoderGameArt%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamedev.net%2freference%2fart%2ffeatures%2fCoderGameArt%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/946IiyLazPKYko6XHFY1FLyDDVg/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/946IiyLazPKYko6XHFY1FLyDDVg/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/NBr8SD_2wyM" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/NBr8SD_2wyM/Better_Programmer_Art</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/generalart/Better_Programmer_Art</guid>
      <pubDate>Tue, 30 Dec 2008 18:53:25 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/generalart/Better_Programmer_Art</feedburner:origLink></item>
    <item>
      <title>Diary of a Graphics Programmer: Major Oolong Update</title>
      <description>Wolfgang Engel has updated the Oolong Engine's memory manager, the math library, upgraded to the latest POWERVR POD format and added to each example VBO support. Please also note that in previous updates a new memory manager was added, the VFP math library was added and a bunch of smaller changes were done as well. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fdiaryofagraphicsprogrammer.blogspot.com%2f2008%2f12%2fmajor-oolong-update.html"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fdiaryofagraphicsprogrammer.blogspot.com%2f2008%2f12%2fmajor-oolong-update.html" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/GjmtYc1hR28vMyzGOlNPjB_DRio/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/GjmtYc1hR28vMyzGOlNPjB_DRio/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/4iZca0SLzAo" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/4iZca0SLzAo/Diary_of_a_Graphics_Programmer_Major_Oolong_Update</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/engines/Diary_of_a_Graphics_Programmer_Major_Oolong_Update</guid>
      <pubDate>Tue, 30 Dec 2008 17:24:36 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/engines/Diary_of_a_Graphics_Programmer_Major_Oolong_Update</feedburner:origLink></item>
    <item>
      <title>Free Online Book: "Programming Vertex, Geometry and Pixel Shaders"</title>
      <description>This a very nice Xmas gift for computer graphics developers: a free online book about vertex, geometry and pixel shaders programming in Direct3D 9 and 10. &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%3d2839"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2839" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/fDaJHBWUqxwCC1PBcel7Z0n1EQY/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/fDaJHBWUqxwCC1PBcel7Z0n1EQY/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/WULxNyytprk" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/WULxNyytprk/Free_Online_Book_Programming_Vertex_Geometry_and_Pixel_Shaders</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/general/Free_Online_Book_Programming_Vertex_Geometry_and_Pixel_Shaders</guid>
      <pubDate>Tue, 30 Dec 2008 16:23:22 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/general/Free_Online_Book_Programming_Vertex_Geometry_and_Pixel_Shaders</feedburner:origLink></item>
    <item>
      <title>Hilva Graphics Engine</title>
      <description>Mahdi Khodadadi Fard has released new version of his XNA graphics engine: Hilva.

The new version supports hardware shadow maps and there are lots of small changes and improvement comparing with previous versions, specially in materials and HDR rendering system. &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%3d1025"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1025" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/C0foURWjzJ43evR8K2TAnzYkG44/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/C0foURWjzJ43evR8K2TAnzYkG44/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/K4kXOjARFJc" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/K4kXOjARFJc/Hilva_Graphics_Engine_1</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/xna/Hilva_Graphics_Engine_1</guid>
      <pubDate>Tue, 30 Dec 2008 14:04:58 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/xna/Hilva_Graphics_Engine_1</feedburner:origLink></item>
    <item>
      <title>You Say Tomato: A Pro on Fan-Translating Nintendo's Mother 3</title>
      <description>In this in-depth interview, Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin on working on the unofficial translation of the Nintendo classic, his day job in translation, and his localization heroes. &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%2f3891%2fyou_say_tomato_a_pro_on_.php"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.gamasutra.com%2fview%2ffeature%2f3891%2fyou_say_tomato_a_pro_on_.php" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/n1E_0SJNwTZfeDSAmgNd0Ue5JlA/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/n1E_0SJNwTZfeDSAmgNd0Ue5JlA/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/_2itXleMxWE" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/_2itXleMxWE/You_Say_Tomato_A_Pro_on_Fan_Translating_Nintendo_s_Mother_3</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/general/You_Say_Tomato_A_Pro_on_Fan_Translating_Nintendo_s_Mother_3</guid>
      <pubDate>Mon, 29 Dec 2008 14:30:45 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/general/You_Say_Tomato_A_Pro_on_Fan_Translating_Nintendo_s_Mother_3</feedburner:origLink></item>
    <item>
      <title>You've Been Eaten by a Grue - Escaping Game Dev's Dark Dungeon</title>
      <description>Game development involves a lot of uncertainty -- but could inviting professionals from other walks of life help? Turbine and Disney veteran Patricia Pizer shows how an architect, a naval officer and a professional CSM have helped &amp;quot;serve as examples and inspiration&amp;quot; while working as game professionals. &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%3d21619"&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%3d21619" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/QHskpWvQvKmFrl84gSVHIRbYmvc/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/QHskpWvQvKmFrl84gSVHIRbYmvc/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/397nplQm9Vs" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/397nplQm9Vs/You_ve_Been_Eaten_by_a_Grue_Escaping_Game_Dev_s_Dark_Dungeon</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/industrynews/You_ve_Been_Eaten_by_a_Grue_Escaping_Game_Dev_s_Dark_Dungeon</guid>
      <pubDate>Mon, 29 Dec 2008 04:42:15 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/industrynews/You_ve_Been_Eaten_by_a_Grue_Escaping_Game_Dev_s_Dark_Dungeon</feedburner:origLink></item>
    <item>
      <title>Collision Textures and 2DRenderTargets in XNA</title>
      <description>I started making a Tower Defense Game which I will be sharing soon, including all my trials and tribulations and the theory behind it. Whilst making it I came across an interesting problem, which was how to tell whether or not the user could place the tower where they currently have the cursor. I thought about it for a while and then decided that the best method would be a sort of collision texture whereby you have a texture 'underneath' the main texture which outlines the areas where a tower can and cannot be placed (though this texture is never actually rendered). &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.berecursive.com%2fblog%2f2008%2funcategorized%2fcollision-textures-and-2drendertargets-in-xna"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.berecursive.com%2fblog%2f2008%2funcategorized%2fcollision-textures-and-2drendertargets-in-xna" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/y5E38kkwDe9O9avfWAnY-jvfW0A/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/y5E38kkwDe9O9avfWAnY-jvfW0A/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/FhEI4t3Y190" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/FhEI4t3Y190/Collision_Textures_and_2DRenderTargets_in_XNA</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/xna/Collision_Textures_and_2DRenderTargets_in_XNA</guid>
      <pubDate>Sun, 28 Dec 2008 22:09:48 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/xna/Collision_Textures_and_2DRenderTargets_in_XNA</feedburner:origLink></item>
    <item>
      <title>Free Texture Pack for Realtime 3D</title>
      <description>Free texture pack for realtime 3D applications. Almost all textures are seamless 256&amp;#215;256 pixels in PNG format and cover the following categories: bricks, marble, metal. stone, wood, walls and floor.  &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%3d2737"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2737" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/Cdu1JjCxwlWJzGrwOZRfE5xIC5g/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/Cdu1JjCxwlWJzGrwOZRfE5xIC5g/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/sunVYAN6hqE" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/sunVYAN6hqE/Free_Texture_Pack_for_Realtime_3D</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/textureskinning/Free_Texture_Pack_for_Realtime_3D</guid>
      <pubDate>Sun, 28 Dec 2008 18:43:42 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/textureskinning/Free_Texture_Pack_for_Realtime_3D</feedburner:origLink></item>
    <item>
      <title>How To Create an OpenGL 3.0 Context with ForceWare 181.00</title>
      <description>Here is a short tutorial about how to create an OpenGL 3.0 rendering context with the latest ForceWare 181.00 graphics drivers. This post also lists the five new OpenGL extensions exposed by ForceWare 181.00. &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%3d2675"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2675" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/fv48c7rKlUWEeb3dunlcKnGI_Yg/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/fv48c7rKlUWEeb3dunlcKnGI_Yg/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/MvbZiZDHQXc" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/MvbZiZDHQXc/How_To_Create_an_OpenGL_3_0_Context_with_ForceWare_181_00</link>
      <guid isPermaLink="false">http://www.gamedevkicks.com/opengl/How_To_Create_an_OpenGL_3_0_Context_with_ForceWare_181_00</guid>
      <pubDate>Sun, 28 Dec 2008 17:24:55 GMT</pubDate>
    <feedburner:origLink>http://www.gamedevkicks.com/opengl/How_To_Create_an_OpenGL_3_0_Context_with_ForceWare_181_00</feedburner:origLink></item>
    <item>
      <title>AMD/ATI GPU Tools Updates: Xmas Gifts for Graphics Developers!</title>
      <description>AMD/ATI has updated several tools and libraries for graphics developers to analyze your GPU applications, optimize performance, compress and optimize meshes and textures.  &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%3d2668"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.geeks3d.com%2f%3fp%3d2668" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
&lt;p&gt;&lt;a href="http://feedads.googleadservices.com/~a/fhxUp1dexoP9AjV-63R6Zt7vDyU/a"&gt;&lt;img src="http://feedads.googleadservices.com/~a/fhxUp1dexoP9AjV-63R6Zt7vDyU/i" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feedproxy.google.com/~r/gamedevkicks/~4/1XHaH5XIgzg" height="1" width="1"/&gt;</description>
      <link>http://feedproxy.google.com/~r/gamedevkicks/~3/1XHaH5XIgzg/AMD_ATI_GPU_Tools_Updates_Xmas_Gifts_for_Graphics_Developers</link>
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      <pubDate>Sun, 28 Dec 2008 15:00:52 GMT</pubDate>
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