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Vulkan Hardware Capability Viewer 1.2 released ?>

Vulkan Hardware Capability Viewer 1.2 released

I have released an update to the Vulkan Hardware Capability Viewer. The new version (1.2) adds support for os-specific surface capabilities that are added to the reports and online database. This adds a new category to the tool and reports at the online database (for example this one) containing: Surface properties (extents, usage flags, transforms, etc.) Surface Formats (incl. color spaces) Present modes You can download the new version from http://vulkan.gpuinfo.org/download.php, downloads are available for Windows, Linux and Android (arm and…

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Updated Vulkan example binaries (and vkQuake for Android) ?>

Updated Vulkan example binaries (and vkQuake for Android)

Finally found some time to update the binaries for my open source ++ Vulkan examples. Since the last binaries have been a few months old these contain lots of changes and new examples. So if you just want to run Vulkan examples (to e.g. test your device) you can grab these pre-built binaries instead of compiling from vulkan.gpuinfo.org :  Windows Note : The windows binaries require the media pack (see below) to be present for loading shaders, meshes and textures. 64-Bit…

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Projekt “W” Phase 2 – New beta release (#201) + linux x86_64 support ?>

Projekt “W” Phase 2 – New beta release (#201) + linux x86_64 support

The current open beta of Projekt “W” – Phase 2 has been updated to revision 201. New for this release : Added a linux x86_64 release. From now on all upcoming releases will also be available for linux x86_64. Fixed a bug that stopped ecology buildings from getting finished. Fixed wrong global project calculation for minimum required funds to progress. (Linux) The sound library (libbass.so) is now loaded dynamically. If there was a problem loading it you get a corresponding…

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Projekt “W” Phase 2 – New beta release (#190) ?>

Projekt “W” Phase 2 – New beta release (#190)

Later than expected (partially due to a power supply failure on my PC) here’s the new beta release #190 of “Phase 2”. As usual it’s available for windows and linux : (Windows) Projekt “W” – Phase 2 – Open Beta rev. #190 (~83 MBytes) (Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #190 (~80 MBytes) Here are some highlights from this release, for a full list of changes take a look at the changelog : AI Builder…

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Projekt “W” Phase 2 – New beta release (#170) ?>

Projekt “W” Phase 2 – New beta release (#170)

It took much longer than initially expected, but here comes a new release of Phase 2, both for linux and windows : (Windows) Projekt “W” – Phase 2 – Open Beta rev. #170 (~74 MBytes) (Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #170 (~78 MBytes) Selection of screenshots : As hinted in my last postings this release includes the new space backdrops as well as the extensive ingame tutorial that’s aimed at both beginners, as well…

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Projekt “W” – Phase 2 – First linux release! ?>

Projekt “W” – Phase 2 – First linux release!

Believe it or not, but after a month of hard work (and only very little sleep), the first open beta release of “Phase 2” for linux (i386) is finally here! Only a few small issues had to be fixed since my last posting about going multi-platform. No big deal, only a few visual glitches, missing staff images and (very annoying) a missing flood fill algorithm. I use flood fill to generate the colored territorial maps on each turn, and lazarus…

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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 4 : First run on a native linux ?>

Going multi-platform, part 4 : First run on a native linux

After another week of intense coding on “Phase 2”, trying to fix the mistake I made with nativeXML, I finally got all of the xml stuff switched over to my own xmlwrapper. As hinted at in my last posting, nativeXML wasn’t working on linux (and I haven’t been unlocked for their support forums, after over a week of wait!) so I decided to write my own wrapper unit that uses fpc’s or delphi’s xml implementation, depending on the compiler target….

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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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