<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>The Artifax Blog</title><description>Build notes, mapmaking guides and release news from the team building Artifax Mapper.</description><link>https://artifaxstudio.com/</link><language>en-us</language><item><title>Here we go: Posting on Reddit</title><link>https://artifaxstudio.com/blog/here-we-go-posting-on-reddit/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/here-we-go-posting-on-reddit/</guid><description>Why I started building Artifax Mapper after trying five mapping tools, and a call for feedback and alpha testers.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><category>News</category><category>alpha</category><category>feedback</category><category>testing</category><author>Keith Perhac</author></item><item><title>Popping in and out</title><link>https://artifaxstudio.com/blog/popping-in-and-out/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/popping-in-and-out/</guid><description>A small bit of polish in Artifax Mapper: stamped props and scatter areas now pop in when they are placed.</description><pubDate>Sun, 27 Sep 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>polish</category><category>animation</category><category>scatter</category><author>Keith Perhac</author></item><item><title>How we deal with repeating tiles</title><link>https://artifaxstudio.com/blog/repeating-tiles/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/repeating-tiles/</guid><description>Why seamless textures work for grass but not for stone floors, and how Artifax Mapper uses seeded random tilesets instead.</description><pubDate>Sat, 11 Jul 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>tiles</category><category>textures</category><category>dungeondraft</category><author>Keith Perhac</author></item><item><title>How Materials Work in DungeonDraft</title><link>https://artifaxstudio.com/blog/dungeondraft-materials/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/dungeondraft-materials/</guid><description>DungeonDraft saves painted materials and caves as a coarse grid of on/off bits, and why Artifax saves surfaces as paths instead.</description><pubDate>Sat, 20 Jun 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>dungeondraft</category><category>materials</category><category>marching squares</category><category>file formats</category><author>Keith Perhac</author></item><item><title>Let there be light!</title><link>https://artifaxstudio.com/blog/let-there-be-light/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/let-there-be-light/</guid><description>How directional lighting and shadows work in ArtifaxStudio, from raycasting against walls to tracing prop outlines with marching squares.</description><pubDate>Sat, 16 May 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>lighting</category><category>raycasting</category><category>shadows</category><category>pixijs</category><author>Keith Perhac</author></item><item><title>The Authoritative Guide for Running FoundryVTT in person</title><link>https://artifaxstudio.com/blog/running-foundryvtt-in-person/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/running-foundryvtt-in-person/</guid><description>How I run Foundry VTT at an in-person table with one laptop and a TV, including user setup, modules, display tuning and camera tricks.</description><pubDate>Sat, 11 Apr 2026 00:00:00 GMT</pubDate><category>Guides</category><category>foundryvtt</category><category>in-person</category><category>modules</category><category>setup</category><author>Keith Perhac</author></item><item><title>Tokyo Drifting</title><link>https://artifaxstudio.com/blog/tokyo-drifting/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/tokyo-drifting/</guid><description>How I got textured stroke borders to turn corners cleanly, from a failed fan geometry attempt to a one-triangle bevel, plus two border bugs.</description><pubDate>Sat, 21 Mar 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>rendering</category><category>strokes</category><category>geometry</category><author>Keith Perhac</author></item><item><title>I am living in a Material World</title><link>https://artifaxstudio.com/blog/living-in-a-material-world/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/living-in-a-material-world/</guid><description>Where map materials come from: the tile sets and sprites of old 2D games, and the four kinds of assets Artifax builds maps with.</description><pubDate>Sat, 14 Feb 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>materials</category><category>assets</category><category>tiles</category><category>sprites</category><author>Keith Perhac</author></item><item><title>Maps are like an Onion</title><link>https://artifaxstudio.com/blog/maps-are-like-an-onion/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/maps-are-like-an-onion/</guid><description>Why everything on an Artifax map became a layer, and how rotating nested groups ended up being the hardest part.</description><pubDate>Thu, 08 Jan 2026 00:00:00 GMT</pubDate><category>Devlog</category><category>layers</category><category>groups</category><category>rotation</category><category>architecture</category><author>Keith Perhac</author></item><item><title>ArtifaxStudio Map</title><link>https://artifaxstudio.com/blog/artifaxstudio-map/</link><guid isPermaLink="true">https://artifaxstudio.com/blog/artifaxstudio-map/</guid><description>The first devlog for the Artifax mapping software, covering why I&apos;m building it, the core design goals, and the licensing plan.</description><pubDate>Mon, 22 Dec 2025 00:00:00 GMT</pubDate><category>Devlog</category><category>design-goals</category><category>mapping</category><category>licensing</category><author>Keith Perhac</author></item></channel></rss>