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Category: Technical

How to shrink down a git(hub) repository

Starting point With my Vulkan C++ example github repository approaching 200 MB in size I decided it was about time to shrink it down to a reasonable size again. Shrinking a git(hub) repository isn’t just about deleting locally present files but requires cleaning up the history as files that have been removed are still present […]

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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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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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. […]

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