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	<title>Mert Hekimci</title>
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	<link>http://www.merthekimci.com</link>
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		<title>What the Internet Meant For Commodore 64 Back In 2000</title>
		<link>http://www.merthekimci.com/?p=175</link>
		<comments>http://www.merthekimci.com/?p=175#comments</comments>
		<pubDate>Mon, 28 Sep 2009 13:51:12 +0000</pubDate>
		<dc:creator>Mert Hekimci</dc:creator>
				<category><![CDATA[Commodore 64]]></category>
		<category><![CDATA[Demo Scene]]></category>
		<category><![CDATA[c64]]></category>
		<category><![CDATA[commodore]]></category>
		<category><![CDATA[diskmag]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[scene]]></category>
		<category><![CDATA[vandalism]]></category>

		<guid isPermaLink="false">http://www.merthekimci.com/?p=175</guid>
		<description><![CDATA[<div class="thumbBox" style="float:left;margin-right:8px;margin-bottom:8px;"><a href="wp-content/images/diskmag03.jpg" rel="lightbox"><img class="thumbnail" src="wp-content/images/vnews31a_s.jpg" /></a></div>The following article has been published in the 31st edition of Vandalism News, which was released back in February 2000 by Onslaught. Please refer to the ‘8 Bits’ section of this web site if you’re unfamiliar with some of the vocabulary in this post.

The concept was to maintain a periodical on the Internet activities of Commodore 64 ‘sceners’, and encourage more people to use this medium in order to raise the productivity level of the ‘scene’. Careful readers will note Windows 95 and Netscape Communicator getting mentioned, which should remind them as to the time-context of the contents.

This iteration of the Browser (the name of the column in the magazine) reflects on the increasing usage of instant messaging and its effects on the scene. There are also snippets of news from around scattered sources of Commodore 64 related web pages and their respective authors.

<i>Note: Typos and other inconsistencies have been left untouched in an effort to preserve the authenticity of the article.</i>]]></description>
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		<title>Stylus-based Game Design Feasible for PC Gaming?</title>
		<link>http://www.merthekimci.com/?p=1</link>
		<comments>http://www.merthekimci.com/?p=1#comments</comments>
		<pubDate>Tue, 07 Apr 2009 21:31:06 +0000</pubDate>
		<dc:creator>Mert Hekimci</dc:creator>
				<category><![CDATA[Video Game Design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[gameplay]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gesture]]></category>
		<category><![CDATA[mouse]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[stylus]]></category>
		<category><![CDATA[video games]]></category>

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		<description><![CDATA[<img style="float:left;margin-right:16px;margin-bottom:12px;" src="wp-content/images/dslite.jpg" />In theory, the stylus is a cordless mouse with a single button. In terms of usability, the most significant difference is that the latter is controlled by the motor function of the wrist whereas the former enjoys the additional control of the finger joints. In terms of functionality, the mouse offers a secondary button and possibly a scroll wheel.

Considering the similarities between the controllers in context, one could easily argue that stylus-based control schemes and gameplay mechanics designed for Nintendo’s handheld gaming device, DS, can be carried over to the PC platform with potential improvements and pitfalls. In exchange for high-precision-movement, the availability of a second (and often times a third) button and a scroll-wheel makes the mouse a worthy replacement in terms of migrating some ingenious game design approaches.]]></description>
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		<title>Interview with Turk of Accuracy</title>
		<link>http://www.merthekimci.com/?p=146</link>
		<comments>http://www.merthekimci.com/?p=146#comments</comments>
		<pubDate>Tue, 31 Mar 2009 21:51:43 +0000</pubDate>
		<dc:creator>Mert Hekimci</dc:creator>
				<category><![CDATA[Commodore 64]]></category>
		<category><![CDATA[Demo Scene]]></category>
		<category><![CDATA[accuracy]]></category>
		<category><![CDATA[c64]]></category>
		<category><![CDATA[commodore]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[diskmag]]></category>
		<category><![CDATA[excess]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[magazine]]></category>
		<category><![CDATA[nitro]]></category>
		<category><![CDATA[pepper]]></category>
		<category><![CDATA[scene]]></category>
		<category><![CDATA[turk]]></category>

		<guid isPermaLink="false">http://localhost/?p=146</guid>
		<description><![CDATA[<div class="thumbBox" style="float:left;margin-right:8px;margin-bottom:8px;"><a href="wp-content/images/nitro12a.jpg" rel="lightbox"><img class="thumbnail" src="wp-content/images/nitro12a_s.jpg" /></a></div>The following is an interview with me during which time I had been actively participating in the demo scene under my persona, TURK. The interview was conducted by Sergeant Pepper of Excess for Nitro, a disk magazine produced mostly by Excess members. The interview was published in the 12th issue of Nitro that was released in September 1993.

<i>Note: Typos and other inconsistencies have been left untouched in an effort to preserve the authenticity of the article.</i>]]></description>
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		<item>
		<title>Myths and Facts about Software Architecture</title>
		<link>http://www.merthekimci.com/?p=171</link>
		<comments>http://www.merthekimci.com/?p=171#comments</comments>
		<pubDate>Sat, 28 Mar 2009 00:08:07 +0000</pubDate>
		<dc:creator>Mert Hekimci</dc:creator>
				<category><![CDATA[Software Architecture]]></category>
		<category><![CDATA[architect]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[fact]]></category>
		<category><![CDATA[myth]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[software architect]]></category>

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		<description><![CDATA[You probably do not need a software architect if you are not sure what a software architect does.
Creating wire frame models of the user interface of your application is not "architecting".]]></description>
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