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	<title>Comments on: PlayStation Mobile: Surge Electrifies PS-Certified Devices Tomorrow</title>
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	<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/</link>
	<description>The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSP</description>
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		<title>By: Godchild1020</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791568</link>
		<dc:creator>Godchild1020</dc:creator>
		<pubDate>Thu, 13 Dec 2012 06:14:48 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791568</guid>
		<description><![CDATA[Thank You James Marsden. I found it and I&#039;m having a blast.]]></description>
		<content:encoded><![CDATA[<p>Thank You James Marsden. I found it and I&#8217;m having a blast.</p>
]]></content:encoded>
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	<item>
		<title>By: Jack Lang</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791224</link>
		<dc:creator>Jack Lang</dc:creator>
		<pubDate>Wed, 12 Dec 2012 11:55:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791224</guid>
		<description><![CDATA[3. Yes that has irked me about many platforms too, PSM doesn&#039;t have that problem though! You can use the higher level libraries but even they&#039;re not too restrictive. You are free to define data formats for your shaders and your own structs that are send through to the gpu, all totally free of any library classes. The only time you need to use library code is to define your sounds, shaders, textures, and to make to draw calls. The source can be gotten for all the high level libraries as well, so you can mess around all you like

There are shaders in the samples and some inbuilt ones in the high level libraries, but I wrote/modified all the shaders used in Surge to some degree, it&#039;s all done in cg which is compiled depending on the device your game is running on. The colourful background makes use of numerous shaders and render textures. But you can also leave them alone if you don&#039;t need them. You also get access to the depth buffer and other aspects of the rendering pipeline that you don&#039;t get with something like Unity ;)]]></description>
		<content:encoded><![CDATA[<p>3. Yes that has irked me about many platforms too, PSM doesn&#8217;t have that problem though! You can use the higher level libraries but even they&#8217;re not too restrictive. You are free to define data formats for your shaders and your own structs that are send through to the gpu, all totally free of any library classes. The only time you need to use library code is to define your sounds, shaders, textures, and to make to draw calls. The source can be gotten for all the high level libraries as well, so you can mess around all you like</p>
<p>There are shaders in the samples and some inbuilt ones in the high level libraries, but I wrote/modified all the shaders used in Surge to some degree, it&#8217;s all done in cg which is compiled depending on the device your game is running on. The colourful background makes use of numerous shaders and render textures. But you can also leave them alone if you don&#8217;t need them. You also get access to the depth buffer and other aspects of the rendering pipeline that you don&#8217;t get with something like Unity ;)</p>
]]></content:encoded>
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	<item>
		<title>By: Jack Lang</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791223</link>
		<dc:creator>Jack Lang</dc:creator>
		<pubDate>Wed, 12 Dec 2012 11:55:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791223</guid>
		<description><![CDATA[Hi plaztiksyke, 2 part reply here as it&#039;s a bit long!

1. We&#039;ve been working with PSM in its beta stage so some things may have changed. At the time there was WAV and mp3 support. WAV looping is seamless and we were using files at a number of bitrates. There was no call for stream looping with mp3 so I couldn&#039;t give you a definite answer on that, but looping is available there too, usually encoder lag is the problem though... One of our other games, Beats Slider is a really great example of what you can do with sound on PSM. All the music for that and Surge has been created in-house

2. The only assets we used were PNGs, the texture facilities allow you to load normal web friendly files and convert to different formats ( ARGB4, 8, 5551, luminance and others ) at runtime rather than needing to encode or mess about with them beforehand. We set up a couple of custom commands within the IDE to get our workflow nice and designer friendly]]></description>
		<content:encoded><![CDATA[<p>Hi plaztiksyke, 2 part reply here as it&#8217;s a bit long!</p>
<p>1. We&#8217;ve been working with PSM in its beta stage so some things may have changed. At the time there was WAV and mp3 support. WAV looping is seamless and we were using files at a number of bitrates. There was no call for stream looping with mp3 so I couldn&#8217;t give you a definite answer on that, but looping is available there too, usually encoder lag is the problem though&#8230; One of our other games, Beats Slider is a really great example of what you can do with sound on PSM. All the music for that and Surge has been created in-house</p>
<p>2. The only assets we used were PNGs, the texture facilities allow you to load normal web friendly files and convert to different formats ( ARGB4, 8, 5551, luminance and others ) at runtime rather than needing to encode or mess about with them beforehand. We set up a couple of custom commands within the IDE to get our workflow nice and designer friendly</p>
]]></content:encoded>
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	<item>
		<title>By: James Marsden</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791218</link>
		<dc:creator>James Marsden</dc:creator>
		<pubDate>Wed, 12 Dec 2012 10:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791218</guid>
		<description><![CDATA[Velocity is available in the minis section on PlayStation Store.

If you like Surge, you&#039;ll love Velocity. Promise :)]]></description>
		<content:encoded><![CDATA[<p>Velocity is available in the minis section on PlayStation Store.</p>
<p>If you like Surge, you&#8217;ll love Velocity. Promise :)</p>
]]></content:encoded>
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	<item>
		<title>By: Godchild1020</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791175</link>
		<dc:creator>Godchild1020</dc:creator>
		<pubDate>Wed, 12 Dec 2012 06:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791175</guid>
		<description><![CDATA[I went looking in the Vita store for Velocity, because I have been hearing amazing things about it and wanted to try it out myself, but couldn&#039;t find it. Is it on the Vita, PlayStation Mobile store?


Since I couldn&#039;t find it, I downloaded Surge instead and FuturLab Ltd has found place in my heart. 5 Stars]]></description>
		<content:encoded><![CDATA[<p>I went looking in the Vita store for Velocity, because I have been hearing amazing things about it and wanted to try it out myself, but couldn&#8217;t find it. Is it on the Vita, PlayStation Mobile store?</p>
<p>Since I couldn&#8217;t find it, I downloaded Surge instead and FuturLab Ltd has found place in my heart. 5 Stars</p>
]]></content:encoded>
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	<item>
		<title>By: Elvick_</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-791079</link>
		<dc:creator>Elvick_</dc:creator>
		<pubDate>Wed, 12 Dec 2012 02:56:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-791079</guid>
		<description><![CDATA[@8: Lemmings came out last Tuesday, not Friday.

Pretty much all of them come out Tuesday, they just post the blogs on the wrong days or eith the wrong wording. This should have been posted yesterday.]]></description>
		<content:encoded><![CDATA[<p>@8: Lemmings came out last Tuesday, not Friday.</p>
<p>Pretty much all of them come out Tuesday, they just post the blogs on the wrong days or eith the wrong wording. This should have been posted yesterday.</p>
]]></content:encoded>
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	<item>
		<title>By: Budapesti</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-790769</link>
		<dc:creator>Budapesti</dc:creator>
		<pubDate>Tue, 11 Dec 2012 22:14:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-790769</guid>
		<description><![CDATA[This looks awesome.
Now, if only HTC would get their act together and push Android 4.1 to my One s, I could play this on my phone, via Playstation Mobile!]]></description>
		<content:encoded><![CDATA[<p>This looks awesome.<br />
Now, if only HTC would get their act together and push Android 4.1 to my One s, I could play this on my phone, via Playstation Mobile!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: plaztiksyke</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-790740</link>
		<dc:creator>plaztiksyke</dc:creator>
		<pubDate>Tue, 11 Dec 2012 21:24:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-790740</guid>
		<description><![CDATA[Since you led off talking about the development platform, I have some questions about your experience.

1. We&#039;ve been using Unity on our very small indie project, and *hate* how much they charge for a gimped product. Originally we were using Ogg encoding, but then that was taken away with a Unity update! What codecs does PSM support by default, and do the libraries allow for alignment of loops with variable bit rates?

2. What is the asset packaging/pipeline like? We looked at converting our project to MonoGame, but the total lack of any kind of asset pipeline made it impossible to work with.

3. Unity (and Android, for that matter) has a 1990s-style forced-inheritance model where our objects had to derive from sealed, concrete classes. This made leveraging object-oriented design principles and unit testing/mocking very difficult, mainly due to the lack of pure interfaces in their class libraries. (We ended up reimplementing those concrete base classes in a MockUnity library, but it was/is quite tedious.) Is PSM any better/different on this front?

onto your game...

who did the music? what codec/bitrate are the assets?

did you write any of your own shaders/maps, or just use the sample ones?]]></description>
		<content:encoded><![CDATA[<p>Since you led off talking about the development platform, I have some questions about your experience.</p>
<p>1. We&#8217;ve been using Unity on our very small indie project, and *hate* how much they charge for a gimped product. Originally we were using Ogg encoding, but then that was taken away with a Unity update! What codecs does PSM support by default, and do the libraries allow for alignment of loops with variable bit rates?</p>
<p>2. What is the asset packaging/pipeline like? We looked at converting our project to MonoGame, but the total lack of any kind of asset pipeline made it impossible to work with.</p>
<p>3. Unity (and Android, for that matter) has a 1990s-style forced-inheritance model where our objects had to derive from sealed, concrete classes. This made leveraging object-oriented design principles and unit testing/mocking very difficult, mainly due to the lack of pure interfaces in their class libraries. (We ended up reimplementing those concrete base classes in a MockUnity library, but it was/is quite tedious.) Is PSM any better/different on this front?</p>
<p>onto your game&#8230;</p>
<p>who did the music? what codec/bitrate are the assets?</p>
<p>did you write any of your own shaders/maps, or just use the sample ones?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MakoSOLIDER</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-790713</link>
		<dc:creator>MakoSOLIDER</dc:creator>
		<pubDate>Tue, 11 Dec 2012 20:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-790713</guid>
		<description><![CDATA[Congrats on ur deal with SONY!]]></description>
		<content:encoded><![CDATA[<p>Congrats on ur deal with SONY!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: polo155</title>
		<link>http://blog.us.playstation.com/2012/12/11/playstation-mobile-surge-electrifies-ps-certified-devices-tomorrow/comment-page-1/#comment-790699</link>
		<dc:creator>polo155</dc:creator>
		<pubDate>Tue, 11 Dec 2012 19:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.us.playstation.com/?p=92823#comment-790699</guid>
		<description><![CDATA[yea, i notice PSM updates on Wednesdays!

@fresh23 im glad you not running sony, itll have filed for chapter 11 with you at the helm!]]></description>
		<content:encoded><![CDATA[<p>yea, i notice PSM updates on Wednesdays!</p>
<p>@fresh23 im glad you not running sony, itll have filed for chapter 11 with you at the helm!</p>
]]></content:encoded>
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