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  <title><![CDATA[Joseph Hager]]></title>
  <link href="http://ajhager.com/atom.xml" rel="self"/>
  <link href="http://ajhager.com/"/>
  <updated>2011-11-23T09:19:37-05:00</updated>
  <id>http://ajhager.com/</id>
  <author>
    <name><![CDATA[Joseph Hager]]></name>
    <email><![CDATA[ajhager@gmail.com]]></email>
  </author>
  <generator uri="http://octopress.org/">Octopress</generator>

  
  <entry>
    <title type="html"><![CDATA[sprite editor updates]]></title>
    <link href="http://ajhager.com/blog/2011/04/27/sprite-editor-updates/"/>
    <updated>2011-04-27T07:13:00-04:00</updated>
    <id>http://ajhager.com/blog/2011/04/27/sprite-editor-updates</id>
    <content type="html"><![CDATA[<p><img class="center" src="http://ajhager.com/images/editor2.png" title="Sprite Editor" ></p>

<p>I have completely refactored my sprite editor into 200 lines of Scala and libgdx. Yes, a fully working sprite editor with save, load, copy, and paste in a couple of pages of code. libGDX is just that amazing!</p>
]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[custom sprite editor]]></title>
    <link href="http://ajhager.com/blog/2011/04/24/custom-sprite-editor/"/>
    <updated>2011-04-24T17:29:00-04:00</updated>
    <id>http://ajhager.com/blog/2011/04/24/custom-sprite-editor</id>
    <content type="html"><![CDATA[<p>This is a shot of the custom sprite editor that will be bundled with my newest game. It doesn&#8217;t have saving or loading yet, but drawing sure is fun!
<img class="center" src="http://ajhager.com/images/editor1.png" title="Sprite Editor" ></p>
]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[setting up libgdx and scala]]></title>
    <link href="http://ajhager.com/blog/2011/04/20/setting-up-libgdx-and-scala/"/>
    <updated>2011-04-20T09:21:00-04:00</updated>
    <id>http://ajhager.com/blog/2011/04/20/setting-up-libgdx-and-scala</id>
    <content type="html"><![CDATA[<p>Today I released the first version of <a href="http://github.com/ajhager/libgdx-sbt-project.g8">libgdx-sbt-project.g8</a>. From the name alone, you can probably suss out that it is a <a href="https://github.com/n8han/giter8">giter8</a> template that generates an <a href="http://code.google.com/p/simple-build-tool/">sbt</a> project for writing <a href="http://www.scala-lang.org/">Scala</a> games using <a href="http://code.google.com/p/libgdx/">libgdx</a>. As long as you have g8 and git installed, you just need to type</p>

<figure class='code'><div class="highlight"><table><tr><td class="gutter"><pre class="line-numbers"><span class='line-number'>1</span>
</pre></td><td class='code'><pre><code class=''><span class='line'>g8 ajhager/libgdx-sbt-project</span></code></pre></td></tr></table></div></figure>


<p>You can chose your prefered desktop backend, whether you want to use gl2.0 or not, and which version of libgdx to fetch (among other things). If you decide to use the libgdx nightly builds, just type <em>sbt update</em> in the main directory of your project whenever you want to pull in the latest changes. There is also full support for building and testing the android version of your game. For a more in depth tutorial, visit the <a href="http://github.com/ajhager/libgdx-sbt-project.g8">github</a> project page.</p>

<p>In the future, I will be adding webstart project support, android apk signing, and one command package and deployment for each major platform. Subscribe to my <a href="http://feeds2.feedburner.com/ajhager">feed</a> for updates.</p>
]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[glsl metaball renderer]]></title>
    <link href="http://ajhager.com/blog/2011/04/12/glsl-metaball-renderer/"/>
    <updated>2011-04-12T17:21:00-04:00</updated>
    <id>http://ajhager.com/blog/2011/04/12/glsl-metaball-renderer</id>
    <content type="html"><![CDATA[<iframe src="http://player.vimeo.com/video/22313919" frameborder="0"></iframe>

]]></content>
  </entry>
  
  <entry>
    <title type="html"><![CDATA[scala and libgdx fluid sim]]></title>
    <link href="http://ajhager.com/blog/2011/04/07/scala-and-libgdx-fluid-sim/"/>
    <updated>2011-04-07T18:58:00-04:00</updated>
    <id>http://ajhager.com/blog/2011/04/07/scala-and-libgdx-fluid-sim</id>
    <content type="html"><![CDATA[<iframe src="http://player.vimeo.com/video/22180063" frameborder="0"></iframe>

]]></content>
  </entry>
  
</feed>

