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	<title>PixelBoob</title>
	<link>http://pixelboob.com</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Mon, 29 Dec 2008 19:14:29 +0000</lastBuildDate>
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	<language>en</language>
	
	<item>
		<title>Audio Effects in Flash 10</title>
		<description>As part of Nycto, I've built a fairly nice collection of audio effects and oscillators, mainly ported from C++ and Pascal sources over at http://www.musicdsp.org. This is a simple test to show off some of the things you can do with it thus far - the reverb (based on the ...</description>
		<link>http://pixelboob.com/2008/12/audio-effects-in-flash-10/</link>
			</item>
	<item>
		<title>Game Engine Test #1</title>
		<description>A first (quite simple) test of the Nycto engine is up on YouTube. This shows off some collision detection, a few different synth noises (the 'thud' noise is done using EQ filtered white noise, and the others use the FM synth), and the initial lighting code.

To try out the game ...</description>
		<link>http://pixelboob.com/2008/12/engine-test-1-2/</link>
			</item>
	<item>
		<title>Code Emission</title>
		<description>The codebase for Nycto is now on Google Code for those who'd like to have a poke at it. The synth packages (com.pixelboob.synth) are probably the most intriguing thus far, with a number of filters (reverb, delay, waveshaper, decimator), oscillators (sine, triangle, sawtooth, square), and a handy point envelope for ...</description>
		<link>http://pixelboob.com/2008/12/code-emission/</link>
			</item>
	<item>
		<title>Storing Sound</title>
		<description>While most applications that use synthesized audio produce it on the fly, I wanted the opposite for Nycto. As the game environment is constant every time around (at least within reason) the sounds that entities make shouldn't change too much. Plus, this means the audio can be pregenerated before the ...</description>
		<link>http://pixelboob.com/2008/12/storing-sound/</link>
			</item>
	<item>
		<title>Engine Test #1</title>
		<description>After much fiddling, here's a little demo of how sound will impact my 32k game. It's pitch black to begin, and you'll need the following keys:


1: Trigger alarm
2, 3, 4: Trigger ceiling lights
a, d: Move left and right (note that there's no collision detection, gravity, etc, in here yet)
space: Fire ...</description>
		<link>http://pixelboob.com/2008/12/engine-test-1/</link>
			</item>
	<item>
		<title>Trimming the Fat</title>
		<description>A few ways to shed the bytes:

var a:Number = 1/2 // 566 bytes
vs
var a:Number = 1*0.5 // 570 bytes


// 585 bytes
var b:Number = 1*0.5*2;
var c:Number = 1*0.5*3;
var d:Number = 1*0.5*4; 
vs
// 589 bytes
var a:Number = 1*0.5;
var b:Number = a*2;
var c:Number = a*3;
var d:Number = a*4;



for(var i:int=0; i </description>
		<link>http://pixelboob.com/2008/12/trimming-the-fat/</link>
			</item>
	<item>
		<title>Is this thing on?</title>
		<description>Welcome to PixelB&#664;&#664;B, the home of the Flash creations of Mike Jewell. More will arrive here soon, starting with an attempt to create a platform game in 32K. Watch this (pretty small) space! </description>
		<link>http://pixelboob.com/2008/12/is-this-thing-on/</link>
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