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Category: Technical

Vulkan from the POV of a hobby 3D developer ?>

Vulkan from the POV of a hobby 3D developer

  As there have been lots of new information on Vulkan, Khronos’ new graphics and compute API I decided to do a little write up of the new API from a hobby 3D developer’s point of view. Although I’ve been writing games, demos and applications with OpenGL for roughly 15 years now I still consider myself a hobby developer in terms of 3D graphics. My job is not depending on pushing pixels, maxing out draw calls or swizzling shader commands,…

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Status update ?>

Status update

Just as the last blog post is starting to collect dust (time flies by oO) : I’m still doing lots of 3D development during the late hours in my spare time, still with C++ (Visual Studio rocks 🙂 ), but most of that development is done under an NDA so that’s the main reason I haven’t been updating this blog lately. Other than that I’ve also been working on a dungeon crawler prototype using modern C++ (C++11/14) and modern OpenGL…

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Javascript repository ?>

Javascript repository

Following Java (on Android) and C++ (on Windows), I just released my first Javascript sources over at my bitbucket repository. My first (ever) public JavaScript demo is the random dungeon generator that I wrote an article about (a long time ago). It generates random dungeons of different sizes and can be tested directly in your browser over here. Included are the JavaScript sources for the random dungeon generator that use HTML5 for drawing a simple representation of the randomly generated rooms and…

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From Delphi, Windows, OpenGL and Newton to… ?>

From Delphi, Windows, OpenGL and Newton to…

…Java , Android, OpenGL ES and Box2D. That’s what I’ve been doing the last few days during my (currently rather rare) coding sessions. I wrote a simple physics playground using JBox2D for my phone that allows me to drop different objects by the touch of a finger and also uses the orientation sensor to change the gravity vectors. Putting lots of dynamic objects inside a confined box, and seeing them fall over by just tilting the phone is a fun…

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New target : Android ?>

New target : Android

I’ve been using a symbian “smartphone” (a Samsung SGH-i560) for ages now, but finally decided to swap it for a new and shiny Android device, mainly to code on. So I recently bought myself a Huawei Ascend G510. It’s a middle class Android handset with a dual-core CPU (1,2GHz) and a 4.5″ screen that supports OpenGL ES 2.0 that doesn’t cost a fortune (~140€) and condidering the pricetag it’s a pretty good phone. So once the battery was loaded I…

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Going multi-platform, part 6 : Mac OSX ?>

Going multi-platform, part 6 : Mac OSX

After hard weeks of work, february finally saw the release of a linux version for Projekt Weltherrscher – Phase. This marked the first step on my journey to go multi-platform, something to too easy for a game that was made on and for windows (with an IDE that actually only runs on windows). But those that are into multi-platform development know how close Mac OSX and linux are in terms of coding (OSX is based on Darwin which is based…

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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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Going multi-platform, part 5 : Finishing touches ?>

Going multi-platform, part 5 : Finishing touches

After weeks of hard work and learning a lot about the differences between coding on windows and linux, the current source revision of Phase 2 is completly functional on linux and playing the same as a windows version. So if you’d put them side-by-side in fullscreen mode you wouldn’t notice any differences! Currently I’m putting the finishing toches on the linux release and only a very few minor things have to be fixed and adjusted before I’ll release the linux…

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Going multi-platform, part 3 : First throwback ?>

Going multi-platform, part 3 : First throwback

Last weekend I worked on getting the lazarus / free pascal build of “Phase 2” to look and play exactly the same as the delphi build. I had to change some small things here and there, but after a few hours you can now no longer distinguish between the two builds, maybe except for performance. It looks that some stuff that’s pretty fast with delphi is kinda slow with fpc, for example accessing stringlists and stuff. But that’s nothing that…

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Going multi-platform, part 2 : First compile and run ?>

Going multi-platform, part 2 : First compile and run

I’ve been working to get the current code of “Phase 2” to compile and work under linux for the whole last weekend (and my eyes kinda hurt, again sitting in front of a monitor ;)). And things went much faster than I expected, so I was able to compile and run the game under linux for the very first time ever! First step was to add code for all things that are specific to an operating system. So in addition…

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