<?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>Wave System on Alexander Melander</title><link>https://alexandermelander.github.io/AlexanderMelander/tags/wave-system/</link><description>Recent content in Wave System on Alexander Melander</description><generator>Hugo -- 0.156.0</generator><language>en-us</language><lastBuildDate>Tue, 17 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://alexandermelander.github.io/AlexanderMelander/tags/wave-system/index.xml" rel="self" type="application/rss+xml"/><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></channel></rss>