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Updated Vulkan deferred shading example video ?>

Updated Vulkan deferred shading example video

Over the past few weeks and months I’ve been constantly working on my Vulkan examples, enhancing existing demos, adding new ones, fixing bugs reported and merging pull requests (thx to anyone that has contributed!). I even found some time to work on a Vulkn deferred shading playground using Crytek’s famous Sponza model. You can find the repository for it here. This Sunday I decided to visually upgrade the deferred shading example included in my samples repository. Deferred shading is commonly…

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Vulkan is here! ?>

Vulkan is here!

Khronos finally launched Vulkan 1.0! After 18 months of hard works and a huge industry-wide collaboration, this is a huge success. And this is not only an API-launch, but a hard launch with drivers for Vulkan from NVidia, AMD, Intel, etc. on mulitple platforms. My launch contributions Some time ago I was invited to be a part of the Vulkan Advisory Panel board. So I actually got a head-start and also released some Vulkan related stuff to the public on…

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Introducing ?>


Aside from playing around with a certain new API, I’ve also been working on the web front end OpenGL and OpenGL ES hardware database. Though I redid the visual side of both some time ago they differed too much for my taste and especially the OpenGL ES database was lacking lots compared to the OpenGL one. No live search, bad visuals (especially for the reports), lacking compare features and much more. So I did put lots of work in getting…

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Parallax offset mapping with WebGL ?>

Parallax offset mapping with WebGL

Years ago I wrote a demo showcasing different normal mapping techniques with Delphi, but never got around cleaning up the source and releasing it. While working on my WebGL dungeon crawler prototype I dug out the old code, cleaned it up and ported it over to WebGL, so you don’t need a compiler to see it in action and play around with it. Parallax mapping uses an additional heightmap (together with a normal map) to add more depth to flat…

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Geometry instancing with WebGL 2 ?>

Geometry instancing with WebGL 2

WebGL, based on OpenGL ES, brings hardware accelerated OpenGL to your browser, and version 2.0 is around the corner (specs). I’ve been playing around with WebGL (via JavaScript) for some time now (see my GitHub WebGL repo) and recently Google’s chrome (canary) got WebGL 2 support. WebGL 2.0 adds some interesting new features, with geometry instancing being one of them, so I sat down and wrote a small demo that shows how to render the same instance of a single…

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2014 – Final posting ?>

2014 – Final posting

As another year ends, it’s time for a small retrospect. Next year marks the 10th anniversary of my personal blog, so I’ve been posting about my programming adventures for over a decade now (the first version of went online 2003 afair) and I’m still having lots of fun hacking code into different IDEs with different languages, though focus is shifting from time to time. And that’s actually what makes coding so much fun, it’s a constant learning progress that forces…

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Soruces for simple OpenGL 2.0 HUD/GUI for android ?>

Soruces for simple OpenGL 2.0 HUD/GUI for android

As I’m currently prototyping a new game for Android, I was in need of a quick (and simple) way of adding some selectable text elements on top of my 3D OpenGL ES scene. So I created a simple demonstration with full source (you can get them from my OpenGL ES git repository) that renders a 3D scene and a basic hud with clickable text elements on top of it in orthogonal mode.The text elements are rendered to an OpenGL ES…

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Android OpenGL ES repository ?>

Android OpenGL ES repository

Following the C++ (OpenGL) repository, I recently added an Android OpenGL ES repositry (using Java) over here. It currently only contains two public demos, one for a simple stl viewer and another one for using the camera input of an android device as an OpenGL ES texture, but over time I plan on adding more and more demos. And though I used to mock Java in the past I really like coding with Java nowadays. It’s partially because of the…

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The challenges of a game’s sound design ?>

The challenges of a game’s sound design

Usually I’d add some nice screenshots to show off progress on “Phase 2”, but this time it’s an area of game development that’s pretty hard to show off in screenshots :  Sound design. I find this is one of the hardest parts as far as game design goes, at least for me. I do all the parts of game development on my own (design, code, content, etc.) but when it comes down to sound design, the result is usually so…

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