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	<title>Paul Brunt &#187; Programing</title>
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	<link>http://www.paulbrunt.co.uk</link>
	<description>faster, better; faster, better!</description>
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		<title>WebGL: Fog in GLGE</title>
		<link>http://www.paulbrunt.co.uk/2010/01/24/webgl-fog-in-glge/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/24/webgl-fog-in-glge/#comments</comments>
		<pubDate>Sun, 24 Jan 2010 13:56:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=337</guid>
		<description><![CDATA[I&#8217;ve finally added the long promised fog. As it was a quick and easy addition, I&#8217;ve also done a lot of optimisations including replacing Sylvester with GLGE optimised math functions. Guesstimate is that performance gains this week are ~20%. I was hoping to add some frustum culling of objects as well but there just aren&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally added the long promised fog. As it was a quick and easy addition, I&#8217;ve also done a lot of optimisations including replacing Sylvester with GLGE optimised math functions. Guesstimate is that performance gains this week are ~20%. I was hoping to add some frustum culling of objects as well but there just aren&#8217;t enough hours in the day, but I&#8217;m sure I&#8217;ll get it done soon along with the z-sorting for blending. </p>
<p><a href="http://www.glge.org/fog-now-supported/">Try the live fog demo</a></p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/eGiSYr-8lr0&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/eGiSYr-8lr0&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>WebGL:Picking in GLGE</title>
		<link>http://www.paulbrunt.co.uk/2010/01/17/webglpicking-in-glge/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/17/webglpicking-in-glge/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 19:26:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[glge]]></category>
		<category><![CDATA[picking]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=334</guid>
		<description><![CDATA[Another week past and I&#8217;ve been busy adding picking to the list of GLGE&#8217;s features. This turned out to be more challanging then I had first thought, mainly due to hours trying to find a stupid mistake I made early on   I&#8217;ve still got to do some optimization, but it&#8217;s reasonable performance at [...]]]></description>
			<content:encoded><![CDATA[<p>Another week past and I&#8217;ve been busy adding picking to the list of GLGE&#8217;s features. This turned out to be more challanging then I had first thought, mainly due to hours trying to find a stupid mistake I made early on <img src='http://www.paulbrunt.co.uk/wp-includes/images/smilies/icon_sad.gif' alt=':-(' class='wp-smiley' />  I&#8217;ve still got to do some optimization, but it&#8217;s reasonable performance at the moment. Hopefully, I&#8217;ll be able to use the object culling I&#8217;m planing for the scene to speed up the picking as well</p>
<p><a href="http://www.glge.org/demos/pickingdemo/index.htm">see the latest demo over at GLGE</a></p>
<p>Demo Video Below:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/TvxTPBd_ETU&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/TvxTPBd_ETU&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>WebGL:Shadows in GLGE</title>
		<link>http://www.paulbrunt.co.uk/2010/01/10/webglshadows-in-glge/</link>
		<comments>http://www.paulbrunt.co.uk/2010/01/10/webglshadows-in-glge/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 12:23:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Programing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=329</guid>
		<description><![CDATA[I&#8217;ve spent the last week getting shadows working in GLGE. It&#8217;s taken way longer then I was expected as rendering a depth map to a texture doesn&#8217;t seem to be working in any browsers and checking out the firefox code it would seem it&#8217;s just not supported there yet.  So I&#8217;ve had to hack it [...]]]></description>
			<content:encoded><![CDATA[<p id="_mcePaste">I&#8217;ve spent the last week getting shadows working in GLGE. It&#8217;s taken way longer then I was expected as rendering a depth map to a texture doesn&#8217;t seem to be working in any browsers and checking out the firefox code it would seem it&#8217;s just not supported there yet.  So I&#8217;ve had to hack it bit, encoding and decoding the depth from the rgb values. It works but it&#8217;s a quite intensive. It also works on firefox but it&#8217;s still slow, hopefully I&#8217;ll be able to figure out why it&#8217;s going so slow at some point</p>
<p id="_mcePaste">In addition this week I&#8217;ve added parsing of color value attributes in the XML so you can now specfy light/material colours using the normal HTML syntax ie &#8220;#ff0000&#8243; &#8220;red&#8221; &#8220;rgb(255,0,0)&#8221;. I also sorted out the ambient lighting properly which until now was just tacked on top.</p>
<p>See the latest demo over at <a href="http://www.glge.org/implemented_shadows/">GLGE.org</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>WebGL Update: Coloured point source lights</title>
		<link>http://www.paulbrunt.co.uk/2009/12/05/webgl-update-coloured-point-source-lights/</link>
		<comments>http://www.paulbrunt.co.uk/2009/12/05/webgl-update-coloured-point-source-lights/#comments</comments>
		<pubDate>Sat, 05 Dec 2009 17:21:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=277</guid>
		<description><![CDATA[Just a quick update on the the webgl thing.  I&#8217;ve got lots done of the last week; the textures now support normal maps and masking, so texture splatting can be done with little effort. I&#8217;ve also been re-factoring some(read most) of the code, and I&#8217;ve got point light sources running. See the Demo. Sorry about [...]]]></description>
			<content:encoded><![CDATA[<p>Just a quick update on the the webgl thing.  I&#8217;ve got lots done of the last week; the textures now support normal maps and masking, so texture splatting can be done with little effort. I&#8217;ve also been re-factoring some(read most) of the code, and I&#8217;ve got point light sources running. See the Demo. Sorry about the lack of a video this time but I&#8217;m developing under linux at the moment and haven&#8217;t figured out an effective way to capture yet.</p>
<p><a href="http://www.paulbrunt.co.uk/webgl/demo2/">Click here to view the second demo</a></p>
<p>Figures crossed I&#8217;ll get spot lights going this week and maybe even the start the fog or collada import&#8230;.so much to do!!!</p>
<p>Lets hope I can get a proper alpha release ready before xmas.</p>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>WebGL Early demo of graphics engine</title>
		<link>http://www.paulbrunt.co.uk/2009/11/27/webgl-early-demo-of-graphics-engine/</link>
		<comments>http://www.paulbrunt.co.uk/2009/11/27/webgl-early-demo-of-graphics-engine/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 15:41:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=267</guid>
		<description><![CDATA[I&#8217;ve started a new graphics engine using webgl it&#8217;s still very very early days(pre pre alpha lets say version 0.001), only been working on it a few of weekends) so consider this just a bit of a taster. I&#8217;ve now got skeletal animation working reasonably well and I&#8217;ve started on the material system. Remember this [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">I&#8217;ve started a new graphics engine using webgl it&#8217;s still very very early days(pre pre alpha lets say version 0.001), only been working on it a few of weekends) so consider this just a bit of a taster. I&#8217;ve now got skeletal animation working reasonably well and I&#8217;ve started on the material system. Remember this is only a very basic Work in progress and the graphics engine is nowhere near even beta so I&#8217;m not officially releasing that yet. Any feed back on the FPS your getting on your hardware would be much appricated I&#8217;m doing my best to keep things fast. Video below and demo links:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">http://www.paulbrunt.co.uk/webgl/demo1/</div>
<p>I&#8217;ve started working on a new graphics engine using webgl, it&#8217;s still very very early days(pre pre alpha lets say version 0.001). I&#8217;ve only been working on it a few of weekends, so consider this just a bit of a taster.<span id="more-267"></span></p>
<p>I&#8217;ve now got skeletal animation working reasonably well and I&#8217;ve started on the material system. Remember this is only a very basic work in progress and the graphics engine is nowhere near even beta so I&#8217;m not officially releasing that yet. Any feed back on the FPS your getting on your hardware would be much appricated I&#8217;m doing my best to keep things fast. Video below and demo links:</p>
<p>View the demo in a webgl enabled browser:</p>
<p><a href="http://www.paulbrunt.co.uk/webgl/demo1/">http://www.paulbrunt.co.uk/webgl/demo1/</a></p>
<p>Or the video on youtube:<br />
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>SVG Flip</title>
		<link>http://www.paulbrunt.co.uk/2009/11/07/svg-flip-blog-post/</link>
		<comments>http://www.paulbrunt.co.uk/2009/11/07/svg-flip-blog-post/#comments</comments>
		<pubDate>Sat, 07 Nov 2009 09:01:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[svg]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=255</guid>
		<description><![CDATA[The latest project is finally finished, I say finished but as always there is stuff that could be done to improve things. I decided to see what SVG was capable of so I set about creating a page turning document view such as:
http://ecom.armourhome.co.uk/brochures/armour_hotel/
You can view the final SVG version here:
http://www.paulbrunt.co.uk/svgflip/
Big thanks for the benderart peeps [...]]]></description>
			<content:encoded><![CDATA[<p>The latest project is finally finished, I say finished but as always there is stuff that could be done to improve things. I decided to see what SVG was capable of so I set about creating a page turning document view such as:</p>
<p><a href="http://ecom.armourhome.co.uk/brochures/armour_hotel/">http://ecom.armourhome.co.uk/brochures/armour_hotel/</a></p>
<p>You can view the final SVG version here:</p>
<p><a href="http://www.paulbrunt.co.uk/svgflip/">http://www.paulbrunt.co.uk/svgflip/</a><span id="more-255"></span></p>
<p>Big thanks for the benderart peeps for letting me use blenderart magazine in this demo.</p>
<p>You can download all the code for this demo here:</p>
<p><a href="http://www.paulbrunt.co.uk/svgflip/svgflip.zip">http://www.paulbrunt.co.uk/svgflip/svgflip.zip</a></p>
<p>If you want to use and change the pages simply edit the config.xml file.</p>
<p>For anyone wanting to learn from the code, I must sincerely apologise, I wasn&#8217;t even sure where I was going to end up in this project so the code turned into a complete mess, so lets call it a &#8220;proof of concept&#8221;.The transforms work but even I can&#8217;t figure out what I was thinking when I wrote them. For<span> </span>that reason, I&#8217;m not worried about the copyright on this code, use it, abuse it, do whatever you want, I give you my permission; since I don&#8217;t think it&#8217;s maintainable enough to warrant an open source license. My only hope is that it inspires someone to do something better. If you really want to see how the effect is achieved there is an excellent tutorial at:<span> </span><a style="font-family: arial,sans-serif; color: #664d9f;" href="http://oreilly.com/javascript/archive/flashhacks.html" target="_blank">http://oreilly.com/javascript/archive/flashhacks.html</a>. It&#8217;s written from the perspective of flash but the same principles apply to SVG.</p>
<p><span style="background-color: #ffffff;">Comments and observations:</span></p>
<ul>
<li>I was originally going to be using SVG masks. Thankfully, I didn&#8217;t as the performance was far slower than clipping paths and in the end it wouldn&#8217;t have been usable, but I may not have noticed until too late.</li>
<li>For some reason chrome was rendering the masks offset. I have a feelling it&#8217;s applying the transforms in a different order from firefox and opera, so the mask was being applied at a different point.</li>
<li>Although the performance seems the best in chrome/webkit, I&#8217;m putting this down mainly to the fact that chrome seems to render clipping paths with no anti-aliasing by default. Although, there are &#8220;render&#8221; options within the SVG spec none of the browsers seemed to render any differently no matter what I set. It was also a little unclear as to where you would apply said render options when it came to clipping paths and masks.</li>
<li>Firefox really needs to have a decent<span> </span>font<span> </span>implementation,<span> </span>webkit&#8217;s<span> </span>was also lacking but seems much further advanced. Opera was nearly perfect with their SVG font implementation. In the end I ended up converting the fonts to paths just to make it display consistently across the browsers.</li>
<li>Chrome doesn&#8217;t seem to be too great with filters at the moment,and importantly it&#8217;s missing Gaussian blur. It would have been really useful and allowed much more eye candy had I been able to use it.</li>
<li>From a performance point of view I would say SVG would benefit greatly from having a cache as bitmap option to indicate when the browser doesn&#8217;t need to re-render everything from scratch when animating through the DOM. As it was I ended up using proxy images during most of the animation just to get the speed to a decent level.</li>
<li>It would have been far better if SVG and Canvas were more tightly integrated, there where many points during the development where using a bitmapped version of the SVG would have been far more preferable, unfortunately it seems that as yet you can&#8217;t just draw SVG onto the canvas like other image formats.</li>
</ul>
<p>Conclusion, SVG is getting there very slowly. Hopefully, all the recent press around<span> </span>SVGWeb<span> </span>and the recent SVG Open will spur people on to use it more and we can get out of the chicken and egg situation we seem to be in at the moment.</p>
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		<slash:comments>1</slash:comments>
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		<title>Berts Breakdown</title>
		<link>http://www.paulbrunt.co.uk/2009/09/20/berts-breakdown/</link>
		<comments>http://www.paulbrunt.co.uk/2009/09/20/berts-breakdown/#comments</comments>
		<pubDate>Sun, 20 Sep 2009 11:00:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[javascript]]></category>

		<guid isPermaLink="false">http://127.0.0.1/wordpress/?p=146</guid>
		<description><![CDATA[

As a learning exercise and an attempt to push the latest browsers I decided to create a platform game using the new HTML5 canvas element. Although I did encounter a few minor issues, things generally went quite smoothly and surprisingly quickly.  The whole game, graphics and all, only took about 100 hours. 
&#62;&#62;Play Berts Breakdown [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">
<p><a style="float:right;display:block;" href="http://www.chromeexperiments.com/detail/berts-breakdown/"><img class="size-full wp-image-249" title="badge-white_white" src="http://www.paulbrunt.co.uk/wp-content/uploads/2009/09/badge-white_white.png" alt="See my Experiment on ChromeExperiments.com" width="160" height="92" /></a></p>
<p>As a learning exercise and an attempt to push the latest browsers I decided to create a platform game using the new HTML5 canvas element. Although I did encounter a few minor issues, things generally went quite smoothly and surprisingly quickly.  The whole game, graphics and all, only took about 100 hours. <span id="more-146"></span></p>
<p style="text-align: center;"><a title="Berts Breakdown" href="http://www.paulbrunt.co.uk/bert" target="_blank">&gt;&gt;Play Berts Breakdown Now&lt;&lt;</a></p>
<p>I&#8217;m sure the game could be faster I can see glaring optimizations that could be made but to be honest it seems to run more than okay on the machines I&#8217;ve tested it on, which was a little bit of a shock. Chrome was particularly impressive and was managing an extraordinary 120fps with Firefox 3.5 coming in a not too shabby second at 85fps, admittedly that is on a quad core (though the game only used one) machine with 4 gig of ram etc. But it seemed to be just about playable on a 900MHz eee.</p>
<p>Here is an open question to anyone out there in the game dev world.  How do you make tiles effectively?  I did the majority of the graphics using blender (with a little tweaking occasionally with the gimp) and extracting tiles from the rendered maps was proving to be very time consuming when doing it manually. So, I did what any programmer would do and wrote a script that attempted to identify unique tiles within the rendered images but it was proving very difficult to automate effectively. In the end I decided to go with the automated method even though it doubled (estimate) the number of tiles required to reproduce the maps. I will have to go back and work on that script at some point; no doubt such a thing will come in useful in future.</p>
<p>I&#8217;ve not tried the game with explorer canvas yet but I&#8217;m not holding out much hope that it&#8217;ll perform at any sort of usable level though I would really like to be surprised. Unfortunately, the game isn&#8217;t working on IE without modification (what a surprise). I know IE has improved a lot but it&#8217;s still lagging so far behind the other browsers in so many ways, I&#8217;m at a complete loss as to why anyone anywhere would run it voluntarily (rant over). Anyway, I&#8217;ll see if I can get it working in IE at some point but I&#8217;m not going out my way on this one, perhaps the next game.</p>
<p style="text-align: center;"><a title="Berts Breakdown" href="../bert" target="_blank">&gt;&gt;Play Berts Breakdown Now&lt;&lt;</a></p>
<p style="text-align: left;"><strong>UPDATE: The wonderfull folks over at google have made life so much easier today; Berts breakdown will now work in ie6+ thanks to Google Chrome Frame. Get it from <a href="http://code.google.com/chrome/chromeframe/">http://code.google.com/chrome/chromeframe/</a> or simply follow the prompt when you try and play the game.</strong></p>
<p style="text-align: left;">PS, given this news I&#8217;m no longer going to bother adapting for excanvas.</p>

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<p><del datetime="2009-09-20T12:07:47+00:00"></del></p>
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		<slash:comments>14</slash:comments>
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		<title>New Website!</title>
		<link>http://www.paulbrunt.co.uk/2009/09/20/new-website/</link>
		<comments>http://www.paulbrunt.co.uk/2009/09/20/new-website/#comments</comments>
		<pubDate>Sun, 20 Sep 2009 08:30:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[html]]></category>
		<category><![CDATA[javascript]]></category>

		<guid isPermaLink="false">http://192.168.0.8/wordpress/?p=215</guid>
		<description><![CDATA[So, I finally got round to learning the innards of wordpress and created this custom theme for my site. I really ended up disliking the last, which was just a heavily modified version free one, so I never really finished if off properly. Apologies, IE6 users I don&#8217;t really think it&#8217;s worth it making this [...]]]></description>
			<content:encoded><![CDATA[<p>So, I finally got round to learning the innards of wordpress and created this custom theme for my site. I really ended up disliking the last, which was just a heavily modified version free one, so I never really finished if off properly. Apologies, IE6 users I don&#8217;t really think it&#8217;s worth it making this site work 100%, and besides I don&#8217;t have a version of IE6 installed I can test this on.<span id="more-215"></span></p>
<p>I know the blinking eye in the corner is a little creepy,I just wanted some sort of animation up there and a blinking eye was the least amout of work. I do plan on periodically changing the logo animation, I was thinking maybe a UFO (inspired by google recent forray into UFO banners) next time. I&#8217;ll try and post some of the scripts as small tutorials when I have a bit more of a chance to work on them, but I&#8217;m currently working on a canvas based mini game (fingers crossed that this time the game will be fast enough to work with explorercanvas). There is still some work to do I&#8217;ve not optimised anything yet so expect a faster site in the next few weeks.</p>
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		<title>Head Tracking in Blender with OpenCV</title>
		<link>http://www.paulbrunt.co.uk/2009/03/07/head-tracking-in-blender-with-opencv/</link>
		<comments>http://www.paulbrunt.co.uk/2009/03/07/head-tracking-in-blender-with-opencv/#comments</comments>
		<pubDate>Sat, 07 Mar 2009 17:56:24 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Blender]]></category>
		<category><![CDATA[OpenCV]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[Special FX]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=136</guid>
		<description><![CDATA[This is a quick experiment using OpenCV in blender, The position of the viewers head is calculated and then the cameras projection matrix is set according. Might be useful script if it didn&#8217;t take up so much power(3 cores of a quad core) just to keep it going. I think it needs a lot optimization, [...]]]></description>
			<content:encoded><![CDATA[<p><span>This is a quick experiment using OpenCV in blender, The position of the viewers head is calculated and then the cameras projection matrix is set according.<span id="more-136"></span> Might be useful script if it didn&#8217;t take up so much power(3 cores of a quad core) just to keep it going. I think it needs a lot optimization, then it might be worth integrating into a game. </span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/kWRhB4PDBx8&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/kWRhB4PDBx8&amp;hl=en&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<slash:comments>4</slash:comments>
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		<title>SSH Key Exchange (SSH no password)</title>
		<link>http://www.paulbrunt.co.uk/2008/10/30/ssh-key-exchange-ssh-login-with-no-password/</link>
		<comments>http://www.paulbrunt.co.uk/2008/10/30/ssh-key-exchange-ssh-login-with-no-password/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 15:12:07 +0000</pubDate>
		<dc:creator>Paul</dc:creator>
				<category><![CDATA[Out and About]]></category>
		<category><![CDATA[Programing]]></category>
		<category><![CDATA[Shell Script]]></category>
		<category><![CDATA[ssh]]></category>
		<category><![CDATA[ssh linux shell]]></category>

		<guid isPermaLink="false">http://www.paulbrunt.co.uk/?p=104</guid>
		<description><![CDATA[I&#8217;m not sure if it was just me being a bit dense or the fact that tutorials on the subject where really confusing, but I&#8217;d always struggled to get this working. So, I thought that now I&#8217;ve cracked it I&#8217;ll do my own little tutorial for others out there that may still be a little [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not sure if it was just me being a bit dense or the fact that tutorials on the subject where really confusing, but I&#8217;d always struggled to get this working. So, I thought that now I&#8217;ve cracked it I&#8217;ll do my own little tutorial for others out there that may still be a little bit stuck.<span id="more-104"></span></p>
<ol>
<li>The first thing you have to do is generate the keys, this is done on the machine that will be connecting from:<br />
ssh-keygen -t rsa<br />
This will generate the private and public keys need, they will be put in &#8220;~/.ssh/&#8221; by default called &#8220;id_rsa.pub&#8221;(the public key) and &#8220;id_rsa&#8221; the private key.</li>
<li>Now you need to copy this public key, &#8220;id_rsa.pub&#8221;, to the machine you will be connecting to, choose what ever method your comfortable with, ssh, ftp, smb &#8211; what ever <img src='http://www.paulbrunt.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </li>
<li>Now all you need to do is add this key to the file &#8220;~/.ssh/authorized_keys2&#8243;, the easist way is:<br />
cat id_rsa.pub &gt;&gt; ~/.ssh/authorized_keys2<br />
Then your done, you should no longer be prompted for a password when connecting.</li>
</ol>
<p>Note: if this is the first time you are connecting it will still prompt you to add the machine to known hosts.</p>
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