<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Posts on Powered By Boredom</title><link>https://tyrothefox.github.io/posts/</link><description>Recent content in Posts on Powered By Boredom</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 22 Jun 2026 14:15:07 +0100</lastBuildDate><atom:link href="https://tyrothefox.github.io/posts/index.xml" rel="self" type="application/rss+xml"/><item><title>Raylib: Normal Mapping On Billboard Sprites</title><link>https://tyrothefox.github.io/posts/normal-mapping-on_billboard_sprites/</link><pubDate>Mon, 22 Jun 2026 14:15:07 +0100</pubDate><guid>https://tyrothefox.github.io/posts/normal-mapping-on_billboard_sprites/</guid><description>&lt;p&gt;I&amp;rsquo;ve been working on a raylib game engine mainly just to work on something while I job-hunt. It helps keep my mind focused on something and makes me happy. Making software and games tends to do that. I picked raylib, a C++ graphics library, because it popped up on searches and reported to be a pretty easy to get into framework. For the most part, that&amp;rsquo;s kinda true.&lt;/p&gt;
&lt;p&gt;I have, at the time of writing, hit some issues with trying to set up my rendering pipeline. Trying to set up both PBR and deferred shading took so much longer than ideal mostly because the examples on their website don&amp;rsquo;t all work. Many don&amp;rsquo;t appear to have been updated properly to consistently function, such as the deferred shading example. But! I was able to power through, and with a lot of trial and error, not to mention liberal use of debugging software, I was able to get my pipeline working.&lt;/p&gt;</description></item><item><title>Developer Assignment for Softgames</title><link>https://tyrothefox.github.io/posts/developer_assessment/</link><pubDate>Mon, 16 Mar 2026 12:18:00 +0000</pubDate><guid>https://tyrothefox.github.io/posts/developer_assessment/</guid><description>&lt;p&gt;&lt;img src="assignment_screenshot.png" alt="Screenshot" title="Card Example Scene"&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://tyrothefox.github.io/Developer-Assignment-for-Softgames/dist/index.html" target="_blank"&gt;Assignment Link&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As part of an interview, I was required to work on a this technical assessment. There were three parts I was encouraged to meet but then expand on creatively. Naturally for me, I worked on the technicals and game engine first as I know what to build and how to put it together quickly.&lt;/p&gt;
&lt;p&gt;The main idea was to use &amp;lsquo;Stages&amp;rsquo; and &amp;lsquo;Scenes&amp;rsquo;, a variation on a state machine where different &amp;lsquo;screens&amp;rsquo; are represented by a &amp;lsquo;Scene&amp;rsquo; which is then hosted on a stage, each of which is then held on a &amp;lsquo;Stage&amp;rsquo;. It&amp;rsquo;s a pretty simple idea.&lt;/p&gt;</description></item></channel></rss>