<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>In-House Engine on Alexander Melander</title><link>https://alexandermelander.github.io/AlexanderMelander/tags/in-house-engine/</link><description>Recent content in In-House Engine on Alexander Melander</description><generator>Hugo -- 0.156.0</generator><language>en-us</language><lastBuildDate>Mon, 06 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://alexandermelander.github.io/AlexanderMelander/tags/in-house-engine/index.xml" rel="self" type="application/rss+xml"/><item><title>Inverse Kinematics using FABRIK</title><link>https://alexandermelander.github.io/AlexanderMelander/posts/specialisering/</link><pubDate>Mon, 06 Apr 2026 00:00:00 +0000</pubDate><guid>https://alexandermelander.github.io/AlexanderMelander/posts/specialisering/</guid><description>Building a four-legged robotic spider that can walk on uneven surfaces using inverse kinematics in C++ by using F.A.B.R.I.K, an industry standard method implemented in engines such as Unreal and Unity.</description></item><item><title>BotOps</title><link>https://alexandermelander.github.io/AlexanderMelander/posts/botops/</link><pubDate>Tue, 17 Mar 2026 00:00:00 +0000</pubDate><guid>https://alexandermelander.github.io/AlexanderMelander/posts/botops/</guid><description>A Call Of Duty Zombies-inspired Robot shooter, where I was primarily responsible for the Enemy Wave System and Player Progression, as well as animation-handling and gunplay, as well as a Sub-Level system allowing our leveldesigners to stitch together multiple scenes.</description></item><item><title>Blade of Will</title><link>https://alexandermelander.github.io/AlexanderMelander/posts/bladeofwill/</link><pubDate>Sat, 01 Apr 2023 00:00:00 +0000</pubDate><guid>https://alexandermelander.github.io/AlexanderMelander/posts/bladeofwill/</guid><description>Intense 2D Hack/Slash Sidescroller where my main responsibilites included VFX, and Scripted Events tied to the player progression</description></item></channel></rss>