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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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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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Enhanced C++ compute shader particle system ?>

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. 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:…

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GL_ARB_debug_output ?>

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…

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