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<title>Multimedia - Web Developer Tutorials</title>
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<description>Multimedia Tutorials at Dev Shed.  DevShed is a community focused on both beginner and advanced tutorials in Java, C, PHP, Python, MySQL and Ruby-on-rails...amongst others.</description>
<language>en-us</language>
<lastBuildDate>Wed, 19 Jun 2013 00:50:24 -0400</lastBuildDate>
<pubDate>Wed, 19 Jun 2013 00:50:24 -0400</pubDate>
<item><title>Basic Lighting in OpenGL and SDL Game Programming</title>
<pubDate>Tue, 09 Dec 2008 10:00:46 -0500</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Basic-Lighting-in-OpenGL-and-SDL-Game-Programming/</link>
		<description><![CDATA[Lighting is one of the components of a game that can provide an immersive reality to the player -- or be so distracting that playing becomes difficult. To ease working with lighting, OpenGL provides simplified API. The focus of this discussion will be on the basics of using lighting API provided by OpenGL. This article is the latest part in a multi-part series on game programming with OpenGL and SDL.]]></description>
		<content:encoded><![CDATA[The first section will be about the whys and wherefores of lighting. The second and third sections will focus on using the basic lighting API in a game. The last section will delve into an application that will make use of the concepts and API introduced in the first two sections. That is the outline for this discussion. Lighting in OpenGL: The Whys and Wherefores Similar to all other aspects of a game, lighting has a close relationship with the mechanics of illumination in real world. Hence, the first step in understanding how lighting works in OpenGL, and in any given game, is to know how li...]]></content:encoded>
<category>Multimedia</category>
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<item><title>Working with Colors in OpenGL for Game Programming with SDL</title>
<pubDate>Wed, 05 Dec 2007 10:00:56 -0500</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Working-with-Colors-in-OpenGL-for-Game-Programming-with-SDL/</link>
		<description><![CDATA[Colors magically bring a scene to life. No matter how interesting the plot is, how engrossing the special effects are, if the color combinations are not accurate or the colors are tepid, the liveliness of the game suffers. In short, it is the combination of and correct usage of colors that decide what the scene and eventually the whole game will be like.]]></description>
		<content:encoded><![CDATA[The next two discussions (starting with the current article) will be dedicated to the details and the usage of colors in OpenGL. The first section of this discussion will focus on modes available for color. The second section will explain how to use these modes from within OpenGL. The third section will focus on testing the concepts that were introduced in first two sections. So here we go. About Colors  Any shade of any color can be decomposed into the three primary colors: red, blue and green. Every color rendering device (including computer monitors) works on this basis. If we consider a mo...]]></content:encoded>
<category>Multimedia</category>
<guid isPermaLink="true">http://www.devshed.com/c/a/Multimedia/Working-with-Colors-in-OpenGL-for-Game-Programming-with-SDL/</guid>
</item>
<item><title>Animation in OpenGL for Game Programming using SDL</title>
<pubDate>Tue, 28 Aug 2007 10:00:47 -0400</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Animation-in-OpenGL-for-Game-Programming-using-SDL/</link>
		<description><![CDATA[Animation is the backbone of immersive experience in any game. This applies to both 2-D and 3-D games without exception. Hence, in order to create a seamless and immersive game environment, one must first understand the whys and wherefores of animation. One of the advantages that OpenGL has over other graphics and gaming toolkits is that in OpenGL, animation APIs are not low-level.]]></description>
		<content:encoded><![CDATA[In other words, the APIs of OpenGL follow the nomenclature of trigonometry and motion used by physics and mathematics. It also means having a good base in math (especially co-ordinate geometry and trigonometry) and physics is also a requirement.  Therefore, in this discussion the first two sections will focus on the basic coordinate geometry essential for understanding animation APIs. In the third section, I will focus on the core APIs and techniques for animation and the four section will be used to demonstrate the basic animation in action. These are the issues to be discussed in this articl...]]></content:encoded>
<category>Multimedia</category>
<guid isPermaLink="true">http://www.devshed.com/c/a/Multimedia/Animation-in-OpenGL-for-Game-Programming-using-SDL/</guid>
</item>
<item><title>Game Programming with SDL: Getting Started with OpenGL</title>
<pubDate>Tue, 10 Jul 2007 10:00:47 -0400</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Game-Programming-with-SDL-Getting-Started-with-OpenGL/</link>
		<description><![CDATA[SDL helps to provide a framework on which to build games. OpenGL is the graphic library most commonly used with this framework. This article shows you how these two technologies work together.]]></description>
		<content:encoded><![CDATA[SDL is the foundation on which a game can be built without much ado. However, SDL is not complete in itself. It just provides certain services that allow the interaction between various components of a game/simulation, as well as the games interaction with the OS, to become seamless. If there are no components to utilize these services, then these services become just proof of concept.  In a gaming engine, most of the time, these services are required by the rendering and AI components. From this part onwards I will be concentrating on the rendering component and its interaction with SDL. I wi...]]></content:encoded>
<category>Multimedia</category>
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<item><title>Using OpenGL with SDL for Game Programming</title>
<pubDate>Wed, 16 May 2007 10:00:47 -0400</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Using-OpenGL-with-SDL-for-Game-Programming/</link>
		<description><![CDATA[In the world of gaming, SDL provides the entire necessary infrastructure. This would have become clear from previous articles in this series. Infrastructure is to a game what a skeleton is to a human body. But without muscles, no locomotion is possible. So working with the body analogy, SDL provides the skeletal structure to build the game whereas the flesh, blood and skin are provided by 2D and 3D graphics libraries.]]></description>
		<content:encoded><![CDATA[In the current plethora of 3D libraries, OpenGL stands out for various reasons. The most significant of these is its compatibility with almost all platforms and graphics cards. This is reflected even in the architecture of SDL as SDL can create and use OpenGL contexts on several platforms. Such architecture helps the game programmer to use all the sub-systems of SDL seamlessly in conjunction with OpenGL to provide the most effective games and gaming environments.  In this article I will discuss how to use SDL and OpenGL together, with the gaming infrastructure provided by SDL, and animation as...]]></content:encoded>
<category>Multimedia</category>
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</item>
<item><title>Learning Sound for Game Programming using SDL</title>
<pubDate>Tue, 27 Mar 2007 10:00:47 -0400</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Learning-Sound-for-Game-Programming-using-SDL/</link>
		<description><![CDATA[When we think of video games, we often think of the music and sounds that accompany them. Providing those special effects used to be very difficult. Keep reading to learn how SDL makes this important task very easy.]]></description>
		<content:encoded><![CDATA[A game without audio is like a buffet without spice. Without sound bytes games can be played, but they would fail to providing an immersive environment. Before the coming of SDL, sound effects were either very complex to implement or very limited in output.  Then came SDL with its core and extended libraries. The core library provides the ability to work with wav files. Using the extended libraries, sound formats such as mid, mpeg-1 and others can be integrated into the gaming environment. In the first three sections I will discuss the core audio library. The final section will use the APIs in...]]></content:encoded>
<category>Multimedia</category>
<guid isPermaLink="true">http://www.devshed.com/c/a/Multimedia/Learning-Sound-for-Game-Programming-using-SDL/</guid>
</item>
<item><title>Game Programming using SDL: Raw Graphics and Event Handling</title>
<pubDate>Mon, 05 Feb 2007 10:00:46 -0500</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Game-Programming-using-SDL-Raw-Graphics-and-Event-Handling/</link>
		<description><![CDATA[If you have found yourself struggling with pixel-level graphics and/or user input for your games, this is the article for you. You will learn how to handle these tasks using SDL. This is the second part of a series on game programming with SDL.]]></description>
		<content:encoded><![CDATA[Graphics and handling user inputs -- the combination that creates the symphony we call a game. A game world where these two are out of phase ends in cacophony.  In the previous article I discussed the various parameters that go into creating a screen and loading bitmapped images onto the screen. That was pretty high-level as the work was done on structures that represent the actual screen and maps or sprites. But there are times when one has to get his or her hands dirty by working directly upon pixels.  The creators of SDL had already anticipated this requirement and built the capacities to w...]]></content:encoded>
<category>Multimedia</category>
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</item>
<item><title>Game Programming using SDL: Getting Started</title>
<pubDate>Wed, 27 Dec 2006 10:00:47 -0500</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Game-Programming-using-SDL-Getting-Started/</link>
		<description><![CDATA[Game programmers using OpenGL have often been forced to make a choice between using a library that is platform independent but doesn't use all the available resources, or powerful but platform dependent. Simple Directmedia Layer (SML) offers a third way. This article will give you a taste of its capabilities.]]></description>
		<content:encoded><![CDATA[Game programming has come a long way since early Linux and Windows days. The time is gone when games were limited to Windows or to an extended Mac. Today portability is in the forefront, even in the gaming segment. The birth of OpenGL was the first step in this regard. But OpenGL addressed only the rendering aspect of game programming. The major part, that is communicating with varied input devices, was left to the operating system. That is the reason for the existence of various extensions to OpenGL, including GLUT (platform independent), MESA (OpenGL extension for *nix systems) and WOGL (Ope...]]></content:encoded>
<category>Multimedia</category>
<guid isPermaLink="true">http://www.devshed.com/c/a/Multimedia/Game-Programming-using-SDL-Getting-Started/</guid>
</item>
<item><title>Network Radio With Icecast</title>
<pubDate>Tue, 13 Apr 2004 10:43:11 -0400</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Network-Radio-With-Icecast/</link>
		<description><![CDATA[Always wanted to set up your own radio station? Well, with the Icecast 
broadcasting system, you can set up a multi-channel radio station on your home 
or office network. The best part? You get to pick the tracks.]]></description>
		<content:encoded><![CDATA[Miracle Cure There's a very famous quotation that's been running through my head for the past couple of days:  Music soothes the savage breast.  In fact, it got to the point where I had to sit down and run it through Google, just to see where it originated. According to what I found, the quote is from a play called The Mourning Bride, by William Congreve, and it's actually  Music hath charms to soothe the savage breast.  What does this have to do with anything? Well, over the last couple of weeks, I've been indulging myself, listening to some of my favorite tunes while I work. And it seems to ...]]></content:encoded>
<category>Multimedia</category>
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</item>
<item><title>Learning To SMILe</title>
<pubDate>Thu, 21 Nov 2002 01:00:00 -0500</pubDate>
<link>http://www.devshed.com/c/a/Multimedia/Learning-To-SMILe/</link>
		<description><![CDATA[Take a tour of SMIL, the Synchronized Multimedia Integration Language, and find out how you can use it to quickly and rapidly build Web-based multimedia offerings incorporating multiple media types.]]></description>
		<content:encoded><![CDATA[For a long time, dynamic movement on a Web site meant GIF animations, which were both tedious to create and annoying after the first three repetitions. Then came Macromedia Flash, one of the cooler authoring tools for Web animation, and, with its powerful tweening toolkit, turned drab Web sites into rich landscapes of sound and colour.Of course, in order to truly exploit Flash's capabilities, you need to know the basics of animation...not always a feasible option, especially for non-technical users who just want to put together a quick online presentation or display a series of sequentially-li...]]></content:encoded>
<category>Multimedia</category>
<guid isPermaLink="true">http://www.devshed.com/c/a/Multimedia/Learning-To-SMILe/</guid>
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