<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
    <channel>
        <atom:link href="https://vixels.tech/rss" rel="self" type="application/rss+xml" />
        <title><![CDATA[Vixels]]></title>
        <link><![CDATA[https://vixels.tech/rss]]></link>
        <description><![CDATA[]]></description>
        <language>en-US</language>
        <pubDate>Sun, 05 Oct 2025 15:59:09 +0000</pubDate>

                    <item>
                <title><![CDATA[Figuring out the enemy projectile origin]]></title>
                <link>https://vixels.tech/posts/2025/01/27/1-figuring-out-the-enemy-projectile-origin</link>
                <description><![CDATA[For my Terminal Velocity remake I'm currently aiming to get more behaviours sorted out. Specifically, the behaviour behind these turrets (and some tanks in other levels): The behaviour is simple enough, but it was...]]></description>
                <author><![CDATA[Reyna <reyna@vixels.tech>]]></author>
                <guid>https://vixels.tech/1</guid>
                <pubDate>Mon, 27 Jan 2025 01:09:23 +0000</pubDate>
                            </item>
                    <item>
                <title><![CDATA[Caves]]></title>
                <link>https://vixels.tech/posts/2025/05/26/2-caves</link>
                <description><![CDATA[The next larger point on my todo list for the remake is handling the first bosses of the game. But most bosses in this game are inside caves, and I did not have those sorted out yet, so I wanted to get that working...]]></description>
                <author><![CDATA[Reyna <reyna@vixels.tech>]]></author>
                <guid>https://vixels.tech/2</guid>
                <pubDate>Mon, 26 May 2025 19:42:16 +0000</pubDate>
                            </item>
                    <item>
                <title><![CDATA[About UI hit targets]]></title>
                <link>https://vixels.tech/posts/2025/06/25/3-about-ui-hit-targets</link>
                <description><![CDATA[There's something I've noticed in a number of UIs I have used. I'm not sure if it's really a trend, but it's still a bit of a problem and I would like UIs to be better. It concerns the hit targets of smaller UI...]]></description>
                <author><![CDATA[Reyna <reyna@vixels.tech>]]></author>
                <guid>https://vixels.tech/3</guid>
                <pubDate>Wed, 25 Jun 2025 18:02:38 +0000</pubDate>
                            </item>
                    <item>
                <title><![CDATA[How I determine unknown values]]></title>
                <link>https://vixels.tech/posts/2025/08/23/4-how-i-determine-unknown-values</link>
                <description><![CDATA[For Terminal Velocity I am currently working on integrating tunnels. I'll talk about the implementation of that in a future post, but this time I wanted to talk about something else first: one of the methods I use to...]]></description>
                <author><![CDATA[Reyna <reyna@vixels.tech>]]></author>
                <guid>https://vixels.tech/4</guid>
                <pubDate>Sat, 23 Aug 2025 16:19:17 +0000</pubDate>
                            </item>
                    <item>
                <title><![CDATA[Integrating tunnels]]></title>
                <link>https://vixels.tech/posts/2025/10/05/5-integrating-tunnels</link>
                <description><![CDATA[Tunnels are an important part of Terminal Velocity in my opinion - they break up the gameplay from its usual "dogfighting over open heightfields" with "carefully navigating a cramped space with obstacles", and without it...]]></description>
                <author><![CDATA[Reyna <reyna@vixels.tech>]]></author>
                <guid>https://vixels.tech/5</guid>
                <pubDate>Sun, 05 Oct 2025 15:59:09 +0000</pubDate>
                            </item>
            </channel>
</rss>
