<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Pixel Alchemy</title><link>https://pixelalchemy.dev/</link><description>Recent content on Pixel Alchemy</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><copyright>David Maas</copyright><lastBuildDate>Wed, 09 Aug 2023 00:00:00 +0000</lastBuildDate><atom:link href="https://pixelalchemy.dev/index.xml" rel="self" type="application/rss+xml"/><item><title>ThreeL: Lighting via Light Linked List</title><link>https://pixelalchemy.dev/posts/threel/</link><pubDate>Wed, 09 Aug 2023 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/threel/</guid><description>An implementation of lighting via light linked list in Direct3D 12 with a side of PBR</description></item><item><title>Wave intrinsics, SM6+, and DXC in Unity</title><link>https://pixelalchemy.dev/posts/wave-intrinsics-in-unity/</link><pubDate>Wed, 18 Jan 2023 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/wave-intrinsics-in-unity/</guid><description>Using wave intrinsics, other SM6+ features, and the modern HLSL compiler in Unity.</description></item><item><title>A frame of Slime Rancher</title><link>https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/</link><pubDate>Wed, 07 Dec 2022 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/</guid><description>A look into what makes those pixels so gosh darn wiggly!</description></item><item><title>Zelda's Silent Realm in Unity HDRP</title><link>https://pixelalchemy.dev/posts/zelda-silent-realm-effect/</link><pubDate>Fri, 28 Oct 2022 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/zelda-silent-realm-effect/</guid><description>My take on the effect used in the Silent Realm in Zelda: Skyward Sword, created in Unity&amp;rsquo;s high definition render pipeline</description></item><item><title>A frame of Waves 2: Notorious</title><link>https://pixelalchemy.dev/posts/a-frame-of-waves-2/</link><pubDate>Wed, 21 Sep 2022 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/a-frame-of-waves-2/</guid><description>A quick look into what goes into rendering the game Waves 2: Notorious</description></item><item><title>Legitimizing your counterfeit Zelda save</title><link>https://pixelalchemy.dev/posts/legitimizing-your-counterfeit-zelda-save/</link><pubDate>Mon, 17 Nov 2014 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/legitimizing-your-counterfeit-zelda-save/</guid><description>My quest to transfer my Zelda: Minish Cap save from a counterfeit game cartridge I bought my mistake.</description></item><item><title>Rolling your own breakpoints without 0xCC</title><link>https://pixelalchemy.dev/posts/rolling-your-own-breakpoints-without-0xcc/</link><pubDate>Mon, 22 Sep 2014 00:00:00 +0000</pubDate><guid>https://pixelalchemy.dev/posts/rolling-your-own-breakpoints-without-0xcc/</guid><description>&lt;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&amp;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 &lt;code>0xCC&lt;/code>, then you&amp;rsquo;re in the right place!&lt;/p></description></item></channel></rss>