<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Madrigal Games</title>
    <link>https://www.madrigalgames.com/</link>
    <description>Recent content on Madrigal Games</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate>Tue, 19 May 2026 00:00:00 +0000</lastBuildDate>
    <atom:link href="https://www.madrigalgames.com/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>How I made my Zig gameplay code hot reloadable</title>
      <link>https://www.madrigalgames.com/blog/how-i-made-my-zig-gameplay-code-hot-reloadable/</link>
      <pubDate>Tue, 19 May 2026 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/how-i-made-my-zig-gameplay-code-hot-reloadable/</guid>
      <description>&lt;blockquote&gt;&#xA;&lt;p&gt;This blog post as well as all code listed in it are 100% written by me, a human, without any help from LLMs or other AI tools.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Code &amp;ldquo;hot reloading&amp;rdquo; means updating the code of a application while it is running. It is very useful during development when you want to quickly iterate on a feature without having to restart the game between every change, and it also gives you some serious superpowers when it comes to debugging, as we&amp;rsquo;ll see later on. The concept goes by many names, &amp;ldquo;Hot reloading&amp;rdquo;, &amp;ldquo;Live updating&amp;rdquo;, &amp;ldquo;Live reloading&amp;rdquo; etc, but they usually mean the same thing: The ability to change the logic of your app without having to shut it down.&lt;/p&gt;</description>
    </item>
    <item>
      <title>How I made Traction Point moddable using Zig and WebAssembly</title>
      <link>https://www.madrigalgames.com/blog/how-i-made-traction-point-moddable-using-zig-and-webassembly/</link>
      <pubDate>Fri, 20 Mar 2026 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/how-i-made-traction-point-moddable-using-zig-and-webassembly/</guid>
      <description>&lt;p&gt;&lt;a href=&#34;https://store.steampowered.com/app/1485840/Traction_Point/&#34; title=&#34;Traction Point on Steam&#34;&gt;Traction Point&lt;/a&gt; is a sandbox game. Yes there is a campaign with a focus on the story, and yes it has some scripted sequences, but at its core the game is about physically simulated vehicles and how they interact with their environment. The game lends itself well to experimentation and &amp;ldquo;messing around&amp;rdquo;, and seeing what works and what doesn&amp;rsquo;t.&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/24_modding_with_zig_and_wasm/frame2379.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/24_modding_with_zig_and_wasm/frame2379.png&#34; alt=&#34;The Mother lifting her baby scout and some boxes&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. The Mother lifting her baby scout and some boxes&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xA;&lt;p&gt;This also applies to the technical side. Since I am building the game using my own Basis game engine, I own the whole tech stack and can release any of the tools I use to make the game to the public, allowing players to create new levels, scenarios, vehicles etc. This can be done without having to touch the game code since the object type system is very data driven. Eg. a new vehicle can be created by telling the game engine the size and shape of the chassis, how many wheels the vehicle should have, what kind of drivetrain, suspension etc it should have, and what chassis and wheel meshes it should use.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Traction Point now has a store page on Steam!</title>
      <link>https://www.madrigalgames.com/blog/traction-point-now-has-a-store-page-on-steam/</link>
      <pubDate>Sun, 05 Oct 2025 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/traction-point-now-has-a-store-page-on-steam/</guid>
      <description>&lt;p&gt;After a couple of years of development, Traction Point finally has a &lt;a href=&#34;https://store.steampowered.com/app/1485840/Traction_Point/&#34; title=&#34;Traction Point on Steam&#34;&gt;store page on Steam!&lt;/a&gt; This is great news for a few reasons. First of all, you can now show your support by wishlisting the game! Which you should do, it really helps the project. So do that before reading on :) Great, thanks!&lt;/p&gt;&#xA;&lt;p&gt;As part of getting the Traction Point store page online I really had to up my marketing game and create the final key art for the game, which you can see above. I created the image by tracing over a few of different screenshots in Affinity Designer, combining the pieces by drawing some parts freehand, and coloring it afterwards. It&amp;rsquo;s all vector graphics, so it will scale well and to be honest I am quite happy with it. It&amp;rsquo;s a genuine piece of programmer art, but one I think shows the spirit of the game pretty well, and it should make it easier to market the game in the future.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Traction Point in the GP-Direct 2025 Showcase!</title>
      <link>https://www.madrigalgames.com/blog/traction-point-in-the-gp-direct-2025-showcase/</link>
      <pubDate>Mon, 11 Aug 2025 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/traction-point-in-the-gp-direct-2025-showcase/</guid>
      <description>&lt;p&gt;Traction Point was included in the GP-Direct 2025 Graphics Programming Showcase video! The video shows a whole bunch of games/apps and technology created without using any 3rd party game engines. The projects were created by members of the Graphics Programming discord server.&lt;/p&gt;&#xA;&lt;p&gt;Have a look below:&lt;/p&gt;&#xA;&lt;p&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;eager&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/e9qK6EtqB-Q?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;YouTube video&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA; &lt;br/&gt;&lt;/p&gt;</description>
    </item>
    <item>
      <title>New Traction Point screenshots!</title>
      <link>https://www.madrigalgames.com/blog/new-traction-point-screenshots/</link>
      <pubDate>Wed, 11 Jun 2025 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/new-traction-point-screenshots/</guid>
      <description>&lt;p&gt;It&amp;rsquo;s true, I have been putting most of my energy into the &lt;a href=&#34;https://www.youtube.com/channel/UCEKLeFrXYH0tuBiSxdjMgbw&#34; title=&#34;Madrigal&#39;s YouTube channel&#34;&gt;YouTube channel&lt;/a&gt; and &lt;a href=&#34;https://discord.com/invite/k8CxSpsCnB&#34; title=&#34;Madrigal&#39;s Discord server&#34;&gt;Discord server&lt;/a&gt; lately, but I am going to make an effort to post here more often too! And what better way to kick that off than with a batch of Traction Point screenshots! Click the images for larger versions.&lt;/p&gt;&#xA;&lt;p&gt;&lt;a href=&#34;../../images/blog/21_new_traction_point_screenshots/screenshot1.png&#34;&gt;&lt;img src=&#34;../../images/blog/21_new_traction_point_screenshots/screenshot1.png#center&#34; alt=&#34;The Mother and Scout wondering what on earth is going on with the power plant&#34;&gt;&lt;/a&gt;&lt;/p&gt;</description>
    </item>
    <item>
      <title>The name of the game: Traction Point</title>
      <link>https://www.madrigalgames.com/blog/the-name-of-the-game-traction-point/</link>
      <pubDate>Sun, 24 Dec 2023 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/the-name-of-the-game-traction-point/</guid>
      <description>&lt;p&gt;After a long time in development, our game now has a proper title! The game previously called Project Slide, which went through a sort of reboot under the project name Means, will be released as Traction Point!&lt;/p&gt;&#xA;&lt;p&gt;While the rate of updates here on the website has gone down, the development of the game is actively being chronicled on Madrigal&amp;rsquo;s &lt;a href=&#34;https://www.youtube.com/channel/UCEKLeFrXYH0tuBiSxdjMgbw&#34; title=&#34;Madrigal&#39;s YouTube channel&#34;&gt;YouTube channel&lt;/a&gt;. Check out the name reveal video below:&lt;/p&gt;</description>
    </item>
    <item>
      <title>DevShot #6 and plugging the Madrigal YouTube channel</title>
      <link>https://www.madrigalgames.com/blog/devshot-6-and-plugging-the-madrigal-youtube-channel/</link>
      <pubDate>Thu, 11 Aug 2022 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-6-and-plugging-the-madrigal-youtube-channel/</guid>
      <description>&lt;p&gt;Hey, long time no see! It has indeed been a while since this blog was updated. This isn&amp;rsquo;t because of a lack of exciting new things, but rather because I have been concentrating the updates onto Madrigal&amp;rsquo;s &lt;a href=&#34;https://www.youtube.com/channel/UCEKLeFrXYH0tuBiSxdjMgbw&#34; title=&#34;Madrigal&#39;s YouTube channel&#34;&gt;YouTube channel&lt;/a&gt;. More on that below, but first, let&amp;rsquo;s have a new DevShot of Project Slide:&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/19_devshot6/devshot6.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/19_devshot6/devshot6.png&#34; alt=&#34;The plains near the linear transport station.&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. The plains near the linear transport station.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xA;&lt;p&gt;As usual, click the image for a larger version. The image shows the plains near the linear transport station. The gray ark ship debris is still lacking a proper material and textures, but otherwise the devshot is approaching the look I am aiming for. Quite a few new features have been added since the previous DevShot. We have indirect lighting in the form of lightmaps (for larger objects) and light probes (for smaller/dynamic ones), there is support for rendering really far-away objects such as the clouds, we finally have grass and foliage in the scene etc.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Creating a material editor for a custom game engine</title>
      <link>https://www.madrigalgames.com/blog/creating-a-material-editor-for-a-custom-game-engine/</link>
      <pubDate>Fri, 10 Dec 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/creating-a-material-editor-for-a-custom-game-engine/</guid>
      <description>&lt;blockquote&gt;&#xA;&lt;p&gt;While developing the material editor I kept a video devlog on Youtube where I went through the new features as I was developing them. &lt;a href=&#34;https://youtube.com/playlist?list=PLCcN1sD0WbbLW4IevzH9c_1fxZnZ5vctY&#34; title=&#34;Material Editor Devlog&#34;&gt;Check out the playlist&lt;/a&gt; to see the material editor coming together!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h3 id=&#34;background&#34;&gt;Background&lt;/h3&gt;&#xA;&lt;p&gt;As a (mostly) solo developer using my own game engine I am used to working with less-than-stellar tools. In fact, there is a long TODO list of tasks for making the level editor and asset browser nicer and easier to use. Some of those will eventually get done, others won&amp;rsquo;t. There is only so much time in the day and you have to ship the game at some point.&lt;/p&gt;</description>
    </item>
    <item>
      <title>DevShot #5 - Tire tracks</title>
      <link>https://www.madrigalgames.com/blog/devshot-5-tire-tracks/</link>
      <pubDate>Tue, 19 Oct 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-5-tire-tracks/</guid>
      <description>&lt;p&gt;Project Slide is a game where the player drives vehicles on various types of terrain. With that in mind, it may surprise you that there haven&amp;rsquo;t been any tire tracks left by the vehicles up to this point. I decided it was finally time to do something about that and spent a few days designing a system where any vehicle can have its tires leave tracks on the landscape.&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/17_devshot5/devshot5_1.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/17_devshot5/devshot5_1.png&#34; alt=&#34;The new tire track system in action.&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. The new tire track system in action.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xA;&lt;p&gt;The system is not yet complete but it is already showing promising results. It supports many different track patterns (although only one is created at this point), varying tire widths, it takes slipping and skidding into account etc.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Post-vacation fun time: Writing a Zig-powered Twin Stick Shooter</title>
      <link>https://www.madrigalgames.com/blog/post-vacation-fun-time-writing-a-zig-powered-twin-stick-shooter/</link>
      <pubDate>Tue, 03 Aug 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/post-vacation-fun-time-writing-a-zig-powered-twin-stick-shooter/</guid>
      <description>&lt;p&gt;Every year, after returning from my summer vacation, I spend a week or two working on a fun little side project. This is to take a break from the massive thing that is Project Slide, and try out ideas that have been percolating in the back of my mind during the summer (or way before that).&lt;/p&gt;&#xA;&lt;p&gt;Last summer, in 2020, I added &lt;a href=&#34;https://ziglang.org/&#34; title=&#34;Zig Programming Language&#34;&gt;Zig&lt;/a&gt; programming support to the Basis game engine as a post-vacation fun thing, but I never really did anything with it, except a little proof-of-concept in Project Slide which you can read about &lt;a href=&#34;https://www.madrigalgames.com/blog/status-update-jan-2021/&#34; title=&#34;Status Update - January 2021&#34;&gt;here&lt;/a&gt;.&lt;/p&gt;</description>
    </item>
    <item>
      <title>DevShot #4 and Combat Test video</title>
      <link>https://www.madrigalgames.com/blog/devshot-4-combat-test-video/</link>
      <pubDate>Fri, 02 Jul 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-4-combat-test-video/</guid>
      <description>&lt;p&gt;The summer is here and the Madrigal office is steaming hot. Time to take a well deserved break from development and return in August with new energy! Before we do that, though, we have one more DevShot for you. In fact, this time it is a video + a series of shots, enjoy!&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34;&gt;&#xD;&#xA;  &lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden; margin-bottom: 6px;&#34;&gt;&#xD;&#xA;  &lt;iframe src=&#34;https://www.youtube.com/embed/UFTMauunwWI&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; allowfullscreen title=&#34;Video showing an early version of vehicle combat in Project Slide. A Lancer is fighting a couple of Combat Badgers.&#34;&gt;&lt;/iframe&gt;&#xD;&#xA;&#x9;&lt;/div&gt;&#xD;&#xA;  &lt;figcaption &gt;Video showing an early version of vehicle combat in Project Slide. A Lancer is fighting a couple of Combat Badgers.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xD;&#xA;&#xA;&lt;p&gt;Below, you&amp;rsquo;ll see three DevShots of a Lancer blowing up a Combat Badger. They all show the same situation, but from different angles. Keep in mind that everything is work in progress; the level, the gameplay, the AI, the particle effects, sound effects etc. Everything will be improved and polished, and there are lots of things missing still.&lt;/p&gt;</description>
    </item>
    <item>
      <title>DevShot #3</title>
      <link>https://www.madrigalgames.com/blog/devshot-3/</link>
      <pubDate>Tue, 15 Jun 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-3/</guid>
      <description>&lt;p&gt;In this DevShot we take a first look at a new vehicle from Project Slide: The GW80 &amp;ldquo;Gullwing&amp;rdquo; dropship. This VTOL (vertical take-off and landing) cargo aircraft is capable of lifting heavy equipment, including other vehicles. While players won&amp;rsquo;t be able to pilot Gullwings in the game, the aircraft is featured in several parts of the campaign.&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/14_devshot3/devshot3.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/14_devshot3/devshot3.png&#34; alt=&#34;A GW80 &amp;#39;gullwing&amp;#39; dropship being prepped for take-off.&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. A GW80 &amp;#39;gullwing&amp;#39; dropship being prepped for take-off.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/14_devshot3/gw80_blueprint_overlay.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/14_devshot3/gw80_blueprint_overlay.png&#34; alt=&#34;A blueprint for the GW80 dropship.&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 2. A blueprint for the GW80 dropship.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;</description>
    </item>
    <item>
      <title>DevShot #2</title>
      <link>https://www.madrigalgames.com/blog/devshot-2/</link>
      <pubDate>Mon, 31 May 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-2/</guid>
      <description>&lt;p&gt;Monday morning. Let&amp;rsquo;s start off the week with a new DevShot of Project Slide!&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/13_devshot2/devshot2.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/13_devshot2/devshot2.png&#34; alt=&#34;A cargo badger with a heavy trailer, parked at the hydro plant.&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. A cargo badger with a heavy trailer, parked at the hydro plant.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xA;&lt;p&gt;In the image above we see another part of the demo level. After a long trip, the driver of this cargo badger decided to stop at the hydro plant for a break. Here we can see them pondering the whitebox cliffs in the distance.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Level design video - cliffs, rocks, trees and terrain</title>
      <link>https://www.madrigalgames.com/blog/level-design-cliffs-rocks-trees-and-terrain/</link>
      <pubDate>Sun, 23 May 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/level-design-cliffs-rocks-trees-and-terrain/</guid>
      <description>&lt;p&gt;In this video we take a look at how the natural environments in Project Slide are put together in the level editor. You&amp;rsquo;ll get a glimpse at how the game&amp;rsquo;s level editor works, I&amp;rsquo;ll explain some of my level design principles, and finally we drive around a bit looking at the newly created environment from the player&amp;rsquo;s perspective.&lt;/p&gt;&#xA;&lt;figure class=&#34;blog_figure_center&#34;&gt;&#xD;&#xA;  &lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden; margin-bottom: 6px;&#34;&gt;&#xD;&#xA;  &lt;iframe src=&#34;https://www.youtube.com/embed/ClXBFtQ1RYI&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; allowfullscreen title=&#34;Project Slide level design - cliffs, rocks, trees and terrain.&#34;&gt;&lt;/iframe&gt;&#xD;&#xA;&#x9;&lt;/div&gt;&#xD;&#xA;  &lt;figcaption &gt;Project Slide level design - cliffs, rocks, trees and terrain.&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&lt;br/&gt;&#xD;&#xA;&#xA;&lt;p&gt;The music played during the sped-up parts of the video is original music composed for the game by Lasse Piirainen. Curiously, most of the time making this video went into piecing together the music. The game will feature dynamic music which reacts to the gameplay and triggers different elements/sections of the music to be played. Because of this, Lasse has provided me with lots of audio clips containing individual instruments and sections. Some of them have been fed into FMOD already where the game can simply trigger a version of a song to play, but a lot of it was still only available as a collection of wave files.&lt;/p&gt;</description>
    </item>
    <item>
      <title>DevShot #1</title>
      <link>https://www.madrigalgames.com/blog/devshot-1/</link>
      <pubDate>Thu, 20 May 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/devshot-1/</guid>
      <description>&lt;p&gt;I have been meaning to write a blog post for a several months, but creating assets for the demo level has taken up all my time. In an effort to let you know what is going on, I am going to start posting development screenshots as I work on the game.&lt;/p&gt;&#xA;&lt;p&gt;In our first development screenshot (or devshot if you will) we see a lancer racing through a canyon, no doubt in a hurry to get somewhere important. Click on the image below for a full-size version.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Careful with that firing rate, Eugene!</title>
      <link>https://www.madrigalgames.com/blog/careful-with-that-firing-rate-eugene/</link>
      <pubDate>Sun, 07 Feb 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/careful-with-that-firing-rate-eugene/</guid>
      <description>&lt;p&gt;Lately I have been working on the Combat Badger vehicle&amp;rsquo;s weapons. It sports a twin-barrel automatic cannon in the front and a grenade launcher in the back. The vehicle itself was introduced in the &lt;a href=&#34;https://www.madrigalgames.com/blog/status-update-jan-2021/&#34; title=&#34;Status Update - January 2021&#34;&gt;previous blog post&lt;/a&gt; but the weapons were missing materials as well as the actual firing logic.&lt;/p&gt;&#xA;&lt;p&gt;The first thing I did this week was finish the modeling and texturing of the weapons. You can see the result in image 1 below:&lt;/p&gt;</description>
    </item>
    <item>
      <title>Status Update - January 2021</title>
      <link>https://www.madrigalgames.com/blog/status-update-jan-2021/</link>
      <pubDate>Sun, 17 Jan 2021 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/status-update-jan-2021/</guid>
      <description>&lt;p&gt;Hey folks, it has been a while since the last blog post. That doesn&amp;rsquo;t mean that development on Project Slide has slowed down. On the contrary, lots of things have happened since October. Writing these blog posts is a lot of work and I find that the more I concentrate on them, the less time I have to do actual game development. That means that I have had lots of time to develop the game over the past few months!&lt;/p&gt;</description>
    </item>
    <item>
      <title>Six-wheel drive vehicles in PhysX</title>
      <link>https://www.madrigalgames.com/blog/six-wheel-drive-vehicles-in-physx/</link>
      <pubDate>Sat, 31 Oct 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/six-wheel-drive-vehicles-in-physx/</guid>
      <description>&lt;figure class=&#34;blog_figure_right&#34; &gt;&#xD;&#xA;    &lt;a href=&#34;../../images/blog/08_six_wheel_drive_vehicles_in_physx/car3.png&#34;&gt;&lt;img style=&#34;max-width: 100%;&#34; src=&#34;../../images/blog/08_six_wheel_drive_vehicles_in_physx/car3_small.png&#34; alt=&#34;Car3&#34;&gt;&lt;/a&gt;&#xD;&#xA;    &lt;figcaption &gt;Image 1. Car3&lt;/figcaption&gt;&#xD;&#xA;&lt;/figure&gt;&#xD;&#xA;&#xA;&lt;p&gt;Vehicles with six wheels are interesting. They perform well in rough terrain, they can handle heavy loads and they look cool! I am working on a six-wheeled vehicle for Project Slide and it&amp;rsquo;s really fun to drive. It also handles distinctly different than all the other (four-wheel) vehicles already in the game, which is nice.&lt;/p&gt;&#xA;&lt;p&gt;Implementing six-wheel vehicles comes with a set of new challenges though, and in this blog post we&amp;rsquo;ll look at one which can become a problem with so called &lt;a href=&#34;https://en.wikipedia.org/wiki/Six-wheel_drive&#34; title=&#34;Six-wheel drive&#34;&gt;six-wheel drive&lt;/a&gt; (6x6) vehicles, ie. vehicles where all six wheels are driven by the engine.&lt;/p&gt;</description>
    </item>
    <item>
      <title>The birth of a vehicle</title>
      <link>https://www.madrigalgames.com/blog/the-birth-of-a-vehicle/</link>
      <pubDate>Tue, 20 Oct 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/the-birth-of-a-vehicle/</guid>
      <description>&lt;p&gt;If you have been following my &lt;a href=&#34;https://www.madrigalgames.com/blog/&#34; title=&#34;Development Blog&#34;&gt;development blog&lt;/a&gt; you know that I am working on Project Slide, a vehicle action game. Given that the game is all about vehicles, you might think I would have started by creating a bunch of interesting and fun vehicles to put into the game. You would be wrong. In fact, for the first 6 months so of development there was only a single test car to play around with. Later a heavy hauler as well as a few different trailers were added to the game, but they were all minimum-effort creations, just enough to be able to flesh out the gameplay mechanics and code.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Little Victories in Game Development - Level data queries</title>
      <link>https://www.madrigalgames.com/blog/little-victories-in-game-development-level-data-queries/</link>
      <pubDate>Sun, 09 Aug 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/little-victories-in-game-development-level-data-queries/</guid>
      <description>&lt;blockquote&gt;&#xA;&lt;p&gt;Making games is hard. It&amp;rsquo;s even harder when you work alone or in a team consisting of only a few people, especially when making your own tech. That&amp;rsquo;s why every little victory counts. In &amp;lsquo;Little Victories in Game Development&amp;rsquo; we take a look at things that went really right; things that payed back their development cost many times over, and made our work much easier or more fun!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;In the &lt;a href=&#34;https://www.madrigalgames.com/blog/little-victories-in-game-development-editor-selection-groups/&#34; title=&#34;Little Victories in Game Development - Editor selection groups&#34;&gt;last part of Little Victories in Game Development&lt;/a&gt; we talked about an issue with quickly finding and selecting certain objects in the level editor. We briefly mentioned the fact that game levels can have many many objects, sometimes tens of thousands. We solved the issue with selecting certain specific objects very elegantly using object selection groups. However, sometimes we don&amp;rsquo;t know which objects we want to select. What if we want to group all &amp;ldquo;small rocks&amp;rdquo; together, or we want to know how many modular building pieces using a specific material are in a given corner of the map? That&amp;rsquo;s what level data queries are all about.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Ramblings about video game AI - Part 3 - Navigating the game world</title>
      <link>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-3/</link>
      <pubDate>Thu, 25 Jun 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-3/</guid>
      <description>&lt;blockquote&gt;&#xA;&lt;p&gt;This blog post is part of an ongoing series about video game AI. See &lt;a href=&#34;https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-1/&#34; title=&#34;Ramblings about video game AI - Part 1 - Introduction&#34;&gt;the first part here&lt;/a&gt; and &lt;a href=&#34;https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-2/&#34; title=&#34;Ramblings about video game AI - Part 2 - Dissecting the brain&#34;&gt;the second part here&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;h3 id=&#34;there-and-back-again&#34;&gt;There and Back Again&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&#34;../../images/blog/robot_labyrinth_shutterstock.png#floatright&#34; alt=&#34;Which way to go?&#34;&gt;&lt;/p&gt;&#xA;&lt;p&gt;Navigating the game world is one of the most complex tasks required by AI agents in a game. To give the illusion of independent, intelligent entities, the agents must act intelligently when moving around. They should move in a way that fits their current task, however, often we don&amp;rsquo;t want the AI to take the 100% optimal path because we don&amp;rsquo;t want them to act like robots.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Little Victories in Game Development - Editor selection groups</title>
      <link>https://www.madrigalgames.com/blog/little-victories-in-game-development-editor-selection-groups/</link>
      <pubDate>Sat, 30 May 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/little-victories-in-game-development-editor-selection-groups/</guid>
      <description>&lt;blockquote&gt;&#xA;&lt;p&gt;Making games is hard. It&amp;rsquo;s even harder when you work alone or in a team consisting of only a few people, especially when making your own tech. That&amp;rsquo;s why every little victory counts. In &amp;lsquo;Little Victories in Game Development&amp;rsquo; we take a look at things that went really right; things that payed back their development cost many times over, and made our work much easier or more fun!&lt;/p&gt;&#xA;&lt;/blockquote&gt;&#xA;&lt;p&gt;Today I&amp;rsquo;d like to talk a bit about level editors. Game developers use level editors to design levels and content for their games. The editor allows the developers to place objects, shape the environment, set up lighting, write behavior scripts, design AI encounters etc. For many people working with game development, the level editor is one of the the most important tools in their toolbox. It needs to be easy to use but powerful and flexible enough to cater to all kinds of workflows. The user experience most be as fluid as possible. Any friction leads to lost productivity and frustration. Frustration kills creativity.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Ramblings about video game AI - Part 2 - Dissecting the brain</title>
      <link>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-2/</link>
      <pubDate>Fri, 22 May 2020 00:00:02 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-2/</guid>
      <description>&lt;h3 id=&#34;braaains&#34;&gt;Braaains!&lt;/h3&gt;&#xA;&lt;p&gt;&lt;img src=&#34;../../images/blog/brain_shutterstock.png#floatright&#34; alt=&#34;Brain&#34;&gt;&lt;/p&gt;&#xA;&lt;p&gt;Welcome to the second part of our ongoing series about the AI systems in Project Slide. This time we&amp;rsquo;ll take a closer look at the core of any AI agent, the brain. The brain doesn&amp;rsquo;t step on the gas pedal of the vehicle, nor turn the steering wheel, nor fire any guns. It delegates all of those things to other subsystems. However, those other subsystems won&amp;rsquo;t do anything without receiving orders from the brain.&lt;/p&gt;</description>
    </item>
    <item>
      <title>Ramblings about video game AI - Part 1 - Introduction</title>
      <link>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-1/</link>
      <pubDate>Fri, 22 May 2020 00:00:01 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-1/</guid>
      <description>&lt;h3 id=&#34;a-little-bit-of-background&#34;&gt;A little bit of background&lt;/h3&gt;&#xA;&lt;p&gt;About two years ago I started working on Project Slide, a 3D vehicle action game. All along, the plan was to keep a blog about the development but I never quite got started writing anything. Development has progressed at a steady, albeit slow, pace. Due to me doing most things myself there could have been any number of topics to cover, from level design to engine code. However, I didn&amp;rsquo;t feel like I had been doing anything particularily new or noteworthy.&lt;/p&gt;</description>
    </item>
    <item>
      <title>The website is live!</title>
      <link>https://www.madrigalgames.com/blog/the-website-is-live/</link>
      <pubDate>Fri, 22 May 2020 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/blog/the-website-is-live/</guid>
      <description>&lt;p&gt;Hi there, and welcome to the Madrigal Ltd. web site! This has been in the works for some time already, but &lt;a href=&#34;https://www.madrigalgames.com/blog/ramblings-about-video-game-ai-part-1/&#34;&gt;now that we finally have some content&lt;/a&gt; it&amp;rsquo;s time to make the site available. More stuff coming soon, stay tuned!&lt;/p&gt;</description>
    </item>
    <item>
      <title>3 Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/3-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/3-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>About</title>
      <link>https://www.madrigalgames.com/pages/about/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/pages/about/</guid>
      <description>&lt;p&gt;Hi there!&lt;/p&gt;&#xA;&lt;p&gt;My name is &lt;a href=&#34;https://www.linkedin.com/in/sebastian-ahlman-81581520/&#34; title=&#34;Sebastian Ahlman&#34;&gt;Sebastian Ahlman&lt;/a&gt;. I have been working as a programmer at various Finnish game companies since 2009, and as a professional programmer on non-game software long before that. In 2018 I founded Madrigal Ltd., an independent game development company. After being a side project for a while, it is now my main focus.&lt;/p&gt;&#xA;&lt;p&gt;We (at the time of writing, me and a few freelancers) are working on our first game, a vehicular puzzle/exploration game called Traction Point. Keep an eye on our &lt;a href=&#34;https://www.madrigalgames.com/blog/&#34; title=&#34;Development Blog&#34;&gt;development blog&lt;/a&gt; and our &lt;a href=&#34;https://www.youtube.com/channel/UCEKLeFrXYH0tuBiSxdjMgbw&#34; title=&#34;Madrigal&#39;s YouTube channel&#34;&gt;YouTube channel&lt;/a&gt; for news and updates!&lt;/p&gt;</description>
    </item>
    <item>
      <title>Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/first-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/first-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/2-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/2-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/4-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/4-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/5-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/5-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>Portfolio item</title>
      <link>https://www.madrigalgames.com/portfolio/6-portfolio/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/portfolio/6-portfolio/</guid>
      <description>&lt;p&gt;Testing content&lt;/p&gt;</description>
    </item>
    <item>
      <title>Slide</title>
      <link>https://www.madrigalgames.com/games/slide/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      <guid>https://www.madrigalgames.com/games/slide/</guid>
      <description>&lt;p&gt;Some introduction text blah blah. Here is some Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent lobortis tempor metus id convallis. Nunc est turpis, tincidunt in ex quis, lacinia fringilla elit. Maecenas pharetra, tortor id placerat aliquam, enim lacus consectetur lorem, at varius tortor eros nec ligula. Donec magna lectus, porta a enim vel, tincidunt luctus eros.&lt;/p&gt;&#xA;&lt;p&gt;&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;&#xA;      &lt;iframe allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share; fullscreen&#34; loading=&#34;eager&#34; referrerpolicy=&#34;strict-origin-when-cross-origin&#34; src=&#34;https://www.youtube.com/embed/GOHE2T875BY?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; title=&#34;YouTube video&#34;&gt;&lt;/iframe&gt;&#xA;    &lt;/div&gt;&#xA; &lt;br/&gt;&lt;/p&gt;</description>
    </item>
  </channel>
</rss>
