<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Omar Mudhir — Development journal</title><description>Graphics, games, and notes from the workbench.</description><link>https://omigame.dev/</link><language>en-gb</language><item><title>Glasswake: contact lighting and a spectral ocean</title><link>https://omigame.dev/news/glasswake-lighting-and-ocean/</link><guid isPermaLink="true">https://omigame.dev/news/glasswake-lighting-and-ocean/</guid><description>Recent arena captures bring together baked surface lighting, coastal scenery, and the running spectral ocean.</description><pubDate>Thu, 29 Oct 2026 00:00:00 GMT</pubDate><category>glasswake</category><category>rendering</category><category>development</category></item><item><title>Drune: terrain variation and distant forests</title><link>https://omigame.dev/news/drune-terrain-and-forest/</link><guid isPermaLink="true">https://omigame.dev/news/drune-terrain-and-forest/</guid><description>A development checkpoint on less repetitive hillsides, fuller forest stands, and inspecting the cooked car asset in the running game.</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>drune</category><category>terrain</category><category>development</category></item><item><title>One environment, many effects</title><link>https://omigame.dev/articles/one-environment-many-effects/</link><guid isPermaLink="true">https://omigame.dev/articles/one-environment-many-effects/</guid><description>Why sky, sunlight, fog, and water need to agree about the world they are rendering.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><category>graphics</category><category>engine-development</category><category>atmosphere</category></item><item><title>A scene is not a GPU workload</title><link>https://omigame.dev/articles/rendering-with-budgets/</link><guid isPermaLink="true">https://omigame.dev/articles/rendering-with-budgets/</guid><description>Development notes on keeping one authored world while letting different devices spend their rendering budgets differently.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><category>graphics</category><category>engine-development</category><category>performance</category></item><item><title>Temporal history is a contract</title><link>https://omigame.dev/articles/temporal-history-is-a-contract/</link><guid isPermaLink="true">https://omigame.dev/articles/temporal-history-is-a-contract/</guid><description>An eight-position sample sequence is only the start. The harder question is deciding when yesterday’s pixels still belong in today’s frame.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><category>graphics</category><category>engine-development</category><category>temporal-rendering</category></item></channel></rss>