<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Ramblings of a Hazy Mind</title>
	<atom:link href="http://www.thehazymind.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thehazymind.com</link>
	<description>Graphics and Game Development, Homebrewing, and the Quest for the Holy Grail</description>
	<lastBuildDate>Mon, 25 Jan 2010 06:19:58 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>More nook Updates</title>
		<link>http://www.thehazymind.com/blog/more-nook-updates/</link>
		<comments>http://www.thehazymind.com/blog/more-nook-updates/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 06:19:58 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=214</guid>
		<description><![CDATA[Well, the group that I am sort of an official part of now has gotten a new launcher that clones the functionality of the built in nook launcher but with the additions of being able to reorder the applications and to add more applications of which currently consist of:

nookBrowser &#8211; a simple browser application
nookLibrary &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Well, the group that I am sort of an official part of now has gotten a new launcher that clones the functionality of the built in nook launcher but with the additions of being able to reorder the applications and to add more applications of which currently consist of:</p>
<ul>
<li>nookBrowser &#8211; a simple browser application</li>
<li>nookLibrary &#8211; a replacement for the &#8220;my library&#8221; application that has more sorting and search options</li>
<li>trook &#8211; a free ebook downloader, feed reader, and application installer (these will be made into individual apps soon)</li>
</ul>
<p>All in all things are moving along pretty fast. I have not done much of the major coding yet but have taken over a large part of the standardization and integration of the separate projects. I&#8217;m hoping to get more directly involved in coding some things now that i have everything in a more easily accessible setup for people new to nook development (which is pretty much everyone right now)</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/more-nook-updates/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Emulated nook in the Android SDK</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/</link>
		<comments>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 20:23:45 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=211</guid>
		<description><![CDATA[So I just got my new nook and started to do some research on writing some apps for the thing and came across this blog post and this wiki post that help get the thing set up and running in the Android SDK emulator. The whole process was a bit complicated, but once I got [...]]]></description>
			<content:encoded><![CDATA[<p>So I just got my new nook and started to do some research on writing some apps for the thing and came across <a href="http://blog.steventroughtonsmith.com/2009/12/nook-v10-on-android-emulator.html">this blog post</a> and <a href="http://nookdevs.com/Emulator">this wiki post</a> that help get the thing set up and running in the Android SDK emulator. The whole process was a bit complicated, but once I got the thing working on the Ubuntu side of things it was a simple trick of replacing the same file on windows and it ran perfectly there as well.</p>
<p>The only shortfall for me (who does most of my graphics development in DirectX technologies) is that because Android is Linux based, it only handles OpenGL, although the SDK does have some pretty easy quick hooks into the API so I may have to branch out a bit. We&#8217;ll see where it goes.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Homebrew Helper</title>
		<link>http://www.thehazymind.com/blog/homebrew-helper/</link>
		<comments>http://www.thehazymind.com/blog/homebrew-helper/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 19:02:20 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Homebrewing]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=208</guid>
		<description><![CDATA[So I have been experimenting with WPF lately a bit and throwing around a lot of XAML and decided to put together something worth a damn out of my new knowledge and skills and have settled on a small data driven application for homebrew recipes. I have seen in the past a BeerXML format that [...]]]></description>
			<content:encoded><![CDATA[<p>So I have been experimenting with WPF lately a bit and throwing around a lot of XAML and decided to put together something worth a damn out of my new knowledge and skills and have settled on a small data driven application for homebrew recipes. I have seen in the past a BeerXML format that a few people have worked on (very outdated now but a good idea at least) that I will probably also add to or rewrite to be more up to date with current XML standards and methods. It should be a good learning experience in putting together xml schemas as well as that is another area of Computer Science I have not yet delved into.</p>
<p>I&#8217;m using the Entity Framework for my DAL right now and it seems to be working out fairly well (at least in the Visual Studio 2010 Beta, which I hear has better EF versions going on). I&#8217;ll keep some progress reports coming. At the moment I just have a simple UI with login/register, add/edit recipes, and the ability to view all recipes or just your own. More to come.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/homebrew-helper/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Upgrade Complete&#8230;</title>
		<link>http://www.thehazymind.com/blog/upgrade-complete/</link>
		<comments>http://www.thehazymind.com/blog/upgrade-complete/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 00:40:52 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=199</guid>
		<description><![CDATA[All of the tutorials have been fully updated and the source tags checked in for the changes implemented to help better deal with the multitouch device. The new architecture of the IHMComponent library should help make a lot of things easier to implement later on (or now if you found the functionality lacking before.)
Basically the [...]]]></description>
			<content:encoded><![CDATA[<p>All of the tutorials have been fully updated and the source tags checked in for the changes implemented to help better deal with the multitouch device. The new architecture of the IHMComponent library should help make a lot of things easier to implement later on (or now if you found the functionality lacking before.)</p>
<p>Basically the engine is put together in the same manner as before, but with a lot more HMComponents to allow for more flexibility in putting together objects to be managed by the engine (like a Loadable, Updatable, Renderable HMInputDevice).</p>
<p>Now its on to really getting this multitouch project going!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/upgrade-complete/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Progress on the touch UI</title>
		<link>http://www.thehazymind.com/news/progress-on-the-touch-ui/</link>
		<comments>http://www.thehazymind.com/news/progress-on-the-touch-ui/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 08:28:32 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=197</guid>
		<description><![CDATA[Well, having had my FTIR table for a few weeks now I have had a bit of time to get some code together (using some features of the newly refactored HMEngine of course) and get the touch inputs streaming into my XNA apps.
At the moment, I am working on an HMMultitouchDevice that can be added [...]]]></description>
			<content:encoded><![CDATA[<p>Well, having had my FTIR table for a few weeks now I have had a bit of time to get some code together (using some features of the newly refactored HMEngine of course) and get the touch inputs streaming into my XNA apps.</p>
<p>At the moment, I am working on an HMMultitouchDevice that can be added to the engine like all the other devices (mouse, keyboard, and gamepads) that just works out of the box with the engine. This whole project has been given the name &#8220;PufferFish&#8221;, which was a totally random title thrown out into the #xna channel immediately upon my asking for a good name from the folks in there and it just kind of stuck.</p>
<p>The device is currently taking touch inputs and just rendering spots on the screen where the touch would correspond to. Event wiring will be happening next, but I am playing around with some rendering of the spots (circles around fingers etc.) first just for a bit of fun. As soon as I can get some videos of the project in action I&#8217;ll get them up here. That&#8217;s all for now.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/news/progress-on-the-touch-ui/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Engine Refactoring</title>
		<link>http://www.thehazymind.com/news/engine-refactoring/</link>
		<comments>http://www.thehazymind.com/news/engine-refactoring/#comments</comments>
		<pubDate>Wed, 04 Mar 2009 22:51:15 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=195</guid>
		<description><![CDATA[The introduction of multitouch capabilities into the HMEngine has caused a bit of a stir in the way that I had the architecture of some of the components laid out. Specifically, the IHMRenderable and IHMUpdatable interfaces and the HMInputDevice. Since the multitouch device needed a cursor (actually N cursors based on the current fingers touching [...]]]></description>
			<content:encoded><![CDATA[<p>The introduction of multitouch capabilities into the HMEngine has caused a bit of a stir in the way that I had the architecture of some of the components laid out. Specifically, the IHMRenderable and IHMUpdatable interfaces and the HMInputDevice. Since the multitouch device needed a cursor (actually N cursors based on the current fingers touching it), I had an HMInputDevice that also needed to be IHMRenderable. The problem with that though was that input devices are never in a place where render could be called on them.</p>
<p>To keep a long story short, I refactored the components a bit and now have an HMComponentManager that keeps lists of anything that is updatable, renderable, loadable etc. just like the HMObjectManager used to do, but it also includes the ability to add input devices and cameras as well (basically everything in the engine is a child of <em>some</em> IHMComponent or another).</p>
<p>Since these changes are pretty important and add a lot of flexibility to the items we can create and use in the engine. I will be updating the tutorials to accommodate the differences that have been introduced. This will probably take a little while, as I want to release the full set of changes all at once, but the final outcome will overall be a much better put together framework.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/news/engine-refactoring/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>XNA and WinForms</title>
		<link>http://www.thehazymind.com/blog/xna-and-winforms/</link>
		<comments>http://www.thehazymind.com/blog/xna-and-winforms/#comments</comments>
		<pubDate>Fri, 23 Jan 2009 07:07:54 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=190</guid>
		<description><![CDATA[A lot of people don&#8217;t think it is possible to have winforms items (like buttons and dropdowns) in an XNA application, but I am here to prove them wrong. There is a ridiculously simple method of adding controls to your XNA application INSIDE the XNA window without too much hassle &#8211; as long as you [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of people don&#8217;t think it is possible to have winforms items (like buttons and dropdowns) in an XNA application, but I am here to prove them wrong. There is a ridiculously simple method of adding controls to your XNA application INSIDE the XNA window without too much hassle &#8211; as long as you are ok with coding up the items by hand.</p>
<p>One downfall is that this won&#8217;t work on the Xbox 360 since System.Windows.Forms is not included in the things XNA can render, but these types of UIs aren&#8217;t really the kind that would work well on an Xbox anyway.</p>
<p>Here is my method of adding the controls and a screenshot of the app running:</p>
<pre> protected override void Initialize() {
    var list = new ListBox();
    list.Items.Add("Here");
    list.Items.Add("Are");
    list.Items.Add("Some");
    list.Items.Add("Items");

    Control.FromHandle(Window.Handle).Controls.Add(list);
}</pre>
<p><a href="http://www.thehazymind.com/wordpress/wp-content/uploads/xnacontrols.png"><img class="aligncenter size-medium wp-image-191" title="ListBox in an XNA window" src="http://www.thehazymind.com/wordpress/wp-content/uploads/xnacontrols-300x233.png" alt="ListBox in an XNA window" width="300" height="233" /></a></p>
<p>I hope this method solves a lot of the issues people seem to be having with using these Controls together with XNA.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/xna-and-winforms/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>More Multitouch Table Fun</title>
		<link>http://www.thehazymind.com/blog/more-multitouch-table-fun/</link>
		<comments>http://www.thehazymind.com/blog/more-multitouch-table-fun/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 19:30:05 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=186</guid>
		<description><![CDATA[Well, the multitouch table project I have been working on for a while reached a new milestone when my dad got involved. He has better tools and resources and more electronics experience, so he set up a pretty sweet frame for the table project I am working on.
Once there is some progress in the actual [...]]]></description>
			<content:encoded><![CDATA[<p>Well, the multitouch table project I have been working on for a while reached a new milestone when my dad got involved. He has better tools and resources and more electronics experience, so he set up a pretty sweet frame for the table project I am working on.</p>
<p>Once there is some progress in the actual software side of things, I&#8217;ll post some videos of some interaction with the table itself. Until then here are the teaser pics</p>
<div id="attachment_183" class="wp-caption alignleft" style="width: 310px"><br />
<img class="alignleft size-medium wp-image-183" title="The disasembled camera" src="http://www.thehazymind.com/wordpress/wp-content/uploads/dscn0775-300x225.jpg" alt="The disasembled camera" width="300" height="225" /><p class="wp-caption-text">You can see the IR filter that gets replaced here</p></div>
<div id="attachment_184" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-184" title="The disassembled doorviewer" src="http://www.thehazymind.com/wordpress/wp-content/uploads/dscn0800-300x225.jpg" alt="The lens from this will be used to keep the table shorter" width="300" height="225" /><p class="wp-caption-text">The lenses from this will help keep the table shorter</p></div>
<div id="attachment_182" class="wp-caption alignleft" style="width: 310px"><img class="size-medium wp-image-182" title="FTIR Table Top" src="http://www.thehazymind.com/wordpress/wp-content/uploads/dadtabletop-300x263.jpg" alt="Here is a shot my dad sent of the finished tabletop" width="300" height="263" /><p class="wp-caption-text">Here is a shot my dad sent of the finished tabletop</p></div>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/blog/more-multitouch-table-fun/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>XNA Tutorial Series Updated to C# 3.0</title>
		<link>http://www.thehazymind.com/news/xna-tutorial-series-updated-to-c-30/</link>
		<comments>http://www.thehazymind.com/news/xna-tutorial-series-updated-to-c-30/#comments</comments>
		<pubDate>Sun, 19 Oct 2008 22:44:54 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=170</guid>
		<description><![CDATA[I have gone through all of the tutorials with ReSharper on my side helping to optimize things and update all of the code to C# 3.0
There have also been a few minor architectural changes making the different managers (shaders, objects, input etc.) into GameComponents and DrawableGameComponents &#8211; which I have been thinking about doing for [...]]]></description>
			<content:encoded><![CDATA[<p>I have gone through all of the tutorials with ReSharper on my side helping to optimize things and update all of the code to C# 3.0</p>
<p>There have also been a few minor architectural changes making the different managers (shaders, objects, input etc.) into GameComponents and DrawableGameComponents &#8211; which I have been thinking about doing for a while &#8211; that drastically simplified the Game class itself.</p>
<p>Take a look at the new setup and let me know what you all think in the <a title="XNA Game Development Forums" href="http://www.thehazymind.com/smf" target="_blank">forums</a>.</p>
<p>The projects in svn will now require Visual Studio 2008 to be run, and some parts of the code use features available only in C# 3.0, but any of these that your compiler doesn&#8217;t support should be fairly easy to write in a C# 2.0 manner.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/news/xna-tutorial-series-updated-to-c-30/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Major Progress on the Soft Body Simulation</title>
		<link>http://www.thehazymind.com/news/major-progress-on-the-soft-body-simulation/</link>
		<comments>http://www.thehazymind.com/news/major-progress-on-the-soft-body-simulation/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 06:27:31 +0000</pubDate>
		<dc:creator>mikeschuld</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.thehazymind.com/?p=164</guid>
		<description><![CDATA[I&#8217;ll let the video do most of the talking, but the progress on the soft body work from the last two posts is coming along nicely. Correct pressure, momentum, and spring handling throughout the body is now fully working, and I can begin moving on to collision detection and other physics aspects outside the body [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll let the video do most of the talking, but the progress on the soft body work from the last two posts is coming along nicely. Correct pressure, momentum, and spring handling throughout the body is now fully working, and I can begin moving on to collision detection and other physics aspects outside the body itself now.</p>
<p>Here is a video of the current state of things. I start the demo out with half of the sphere scaled outwards from the center just to give the body something to fix when I start the update cycle. You can easily see the accuracy in the waves moving through the body and how far it has come in only a couple of days of work.</p>
[See post to watch Flash video]
]]></content:encoded>
			<wfw:commentRss>http://www.thehazymind.com/news/major-progress-on-the-soft-body-simulation/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
</rss>
