{"@attributes":{"version":"2.0"},"channel":{"title":"Pixel Alchemy","link":"https:\/\/pixelalchemy.dev\/","description":"Recent content on Pixel Alchemy","generator":"Hugo -- gohugo.io","language":"en-us","copyright":"David Maas","lastBuildDate":"Wed, 09 Aug 2023 00:00:00 +0000","item":[{"title":"ThreeL: Lighting via Light Linked List","link":"https:\/\/pixelalchemy.dev\/posts\/threel\/","pubDate":"Wed, 09 Aug 2023 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/threel\/","description":"An implementation of lighting via light linked list in Direct3D 12 with a side of PBR"},{"title":"Wave intrinsics, SM6+, and DXC in Unity","link":"https:\/\/pixelalchemy.dev\/posts\/wave-intrinsics-in-unity\/","pubDate":"Wed, 18 Jan 2023 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/wave-intrinsics-in-unity\/","description":"Using wave intrinsics, other SM6+ features, and the modern HLSL compiler in Unity."},{"title":"A frame of Slime Rancher","link":"https:\/\/pixelalchemy.dev\/posts\/a-frame-of-slime-rancher\/","pubDate":"Wed, 07 Dec 2022 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/a-frame-of-slime-rancher\/","description":"A look into what makes those pixels so gosh darn wiggly!"},{"title":"Zelda's Silent Realm in Unity HDRP","link":"https:\/\/pixelalchemy.dev\/posts\/zelda-silent-realm-effect\/","pubDate":"Fri, 28 Oct 2022 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/zelda-silent-realm-effect\/","description":"My take on the effect used in the Silent Realm in Zelda: Skyward Sword, created in Unity&rsquo;s high definition render pipeline"},{"title":"A frame of Waves 2: Notorious","link":"https:\/\/pixelalchemy.dev\/posts\/a-frame-of-waves-2\/","pubDate":"Wed, 21 Sep 2022 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/a-frame-of-waves-2\/","description":"A quick look into what goes into rendering the game Waves 2: Notorious"},{"title":"Legitimizing your counterfeit Zelda save","link":"https:\/\/pixelalchemy.dev\/posts\/legitimizing-your-counterfeit-zelda-save\/","pubDate":"Mon, 17 Nov 2014 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/legitimizing-your-counterfeit-zelda-save\/","description":"My quest to transfer my Zelda: Minish Cap save from a counterfeit game cartridge I bought my mistake."},{"title":"Rolling your own breakpoints without 0xCC","link":"https:\/\/pixelalchemy.dev\/posts\/rolling-your-own-breakpoints-without-0xcc\/","pubDate":"Mon, 22 Sep 2014 00:00:00 +0000","guid":"https:\/\/pixelalchemy.dev\/posts\/rolling-your-own-breakpoints-without-0xcc\/","description":"<p>Some time ago, I had the need to interrupt the execution of a program at very specific instruction addresses in code. Basically, I needed to implement breakpoints from scratch. You will probably never want to do this, and that&rsquo;s completely normal. However, it is an interesting thing to know about, and if you are some explorer from the internet who wants to implement breakpoint-like functionality without <code>0xCC<\/code>, then you&rsquo;re in the right place!<\/p>"}]}}