Tag Archives: bitbucket

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 rarnddungeon06ndom 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 corridors.

My plan now is to add some more randomness, some game-related features and to write a WebGL-renderer, so you can walk the dungeons in your browser, with maybe a game to follow.

Android OpenGL ES repository

device-2014-06-29-171344Following 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 language itself (with all it’s modern features) but also because Eclipse is an awesome IDE. So expect more android demos and sources from me in the future.

Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.

computeShaderC07

Sources : https://bitbucket.org/saschawillems/opengl-c
Compiled win32 binaries : https://bitbucket.org/saschawillems/opengl-c/downloads/computeShaderParticleSystem_win32_bin.zip

Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :

Note : This demo requires at least OpenGL 4.3!

  • r: reset particles at current cursor pos
  • p: Toggle pause
  • b: toggle viewport border for particle movement
  • c: toggle random color fade
  • +: increase speed
  • -: decrease speed
  • page up: increase particle count by 1024
  • page down: decrease particle count by 1024

GL_ARB_debug_output

I’ve just been playing around with GL_ARB_debug_output, a new extension introduced with OpenGL 4.3. This extension adds debugging capabilities to OpenGL, e.g. allowing you to have a callback fired by the OpenGL implementation that’ll inform you upon errors or even (heavily depending on the IHV) gives performance hints.

I wrote a small sample (in Delphi) that demonstrates this new functionality. It creates an OpenGL 4.3 forward compatible context (no more legacy stuff) with debugging capabilites and displays debug messages from your OpenGL driver.

It’s a pretty neat feature, and something that OpenGL has been missing for a long time. So from now on, instead of having to poll via glError, you can have the driver inform you when something is not correct and (even better) tell you about your performance caveats.

You can grab the source from the gldebug folder in my GIT repository over at bitbucket. I plan on adding OpenGL demos (with source) for some of the newer OpenGL features to that repository from time to time.