Tag Archives: release

glCapsViewer 1.0 beta release

I just released version 1.0 (beta) of the OpenGL hardware capability viewer (C++ port using Qt). Note that it’s a beta release and my first C++ (and Qt) application released to the public.

Release on gitHub: https://github.com/SaschaWillems/glCapsViewer/releases/tag/v1.0-beta

Binary downloads (win32) :




If you find any bugs, please post them in the comment section or (better) open an issue at the github repository.

Right now windows only, other platforms (linux first) will follow as soon as I’ve moved the project to CMake.

OpenGL ES Caps Viewer available on Playstore

My first ever mobile app is now available over at Google’s PlayStore! This is a premiere for me, and though I wasn’t on wether to spend the 25$ registration fee for the google’s developer console, I hope many android apps and games will follow.

device-2014-02-02-202348 device-2014-02-02-202410 device-2014-02-02-202423  device-2014-02-02-202459

[appbox googleplay de.saschawillems.glescapsviewer]

The OpenGL ES CapsViewer is the mobile counterpart to the OpenGL CapsViewer, reading the OpenGL ES implementation info of your Android device, as well as device information that may be of use to developers. As with the desktop counterpart these reports can then be submitted to the online database, where (game) developers interested in creating OpenGL ES apps for the android platform can take a look at the capabilities of the different devices.

It currently supports the following features :

  • Basic device information (Name, CPU, screensize)
  • Hardware sensors (including their range and resolution)
  • OpenGL ES implementation information
  • OpenGL ES extensions
  • OpenGL ES compressed texture formats, shader and program binary formats
  • OpenGL ES caps for 1.0, 2.0 and 3.0
  • EGL implementation information

As for the hardware requirements, it should work with Android 3.0 (and up) and needs OpenGL ES 1.0 to work. I’m not that deep into android development, so I may be  a bit off with the requirements, and I’m not certain on wether there’s any use in adding support for handsets with old Android version (2.x and below).

Please note that this is the first release, and that I only have limited ways of testing. I did tests on several mobile devices (my Huawei Ascend G510, differnt current Samsung devices and several emulators), so this first release may not be as stable as I want it to be 😉

So if you encounter any problems or crashes, please drop me a line and I’ll look into it. Also note that that online database is a work-in-progress too, and stuff like comparing reports will be added at a later point.

I hope this Android OpenGL ES hardware database will become as valuable to the developer community as the desktop OpenGL hardware database, which is currently approaching 500 hardware reports. So let me use this posting as a way of thanking all of you that contributed (and still contribute) to that database!

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 message instead of the game not starting.
  • (Linux) Executable bits for the start script and the game’s binary have been set.
  • Fixed lots of spelling and grammar errors.

You can grab the new releases here :

(Windows) Projekt “W” – Phase 2 – Open Beta rev. #201 (~83 MBytes)
(Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #201 (~90 MBytes)
(Linux, x86_64) Projekt “W” – Phase 2 – Open Beta rev. #201 (~90 MBytes)

The main reason it took longer than planned to get this release out (the changelog is pretty small) was the continued work on the Mac OSX port. It’s already fully functional and playable on Mac OSX (including all OS-specific stuff like getting and changing resolutions, different timing methods). But no ETA on this yet, as there’s still a lot of testing to be done.

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 for regions
  • New soundtrack, including the game’s very own theme song
  • New and improved sound effects
  • Several improvements to the user interface / gameplay :
    • Visual warnings for regions with low loyalty or high pollution levels (right to the region’s flag on the globe)
    • The region list can now be sorted by different criterias (economic power, population, pollution level, etc.)
    • You can now have the units placed by the computer on the battlefield (by simply ending the placement phase)
    • Unit health is now displayed for deployed divisions in regional view
  • Almost two dozens of fixes and minor improvements
    • One of these fixes includes full support for render-to-texture on older graphics cards (earlier releases would crash in certain parts of the game)

So this release doesn’t only add to the game’s overal atmosphere with the new soundtrack and improved sound design, but also adds some finish with lots of bugfixes and small improvements to the user interface. What’s still missing from the sound design is the battlefield. Units currently don’t have any sounds assigned, but that’s planned for a future release. It’s sadly kinda hard finding military unit sounds that sound good and won’t cost any money.

Also on the list are some missing features like the whole politics area of the game (it’s partially there but disabled for the current build) and the different game modes that I intended to add at some point during game design.

I hope you enjoy this new build of “Phase 2” even more than the recent ones. And a big thank you to all the people that send me their valuable feedback on the game. That’s what actually keeps me motivated 🙂

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 as experienced players that wan’t to know about the details. Due to the extensive nature of that tutorial (70 chapters, ~ 25,000 words in two languages) it took me almost 3 weeks to get it done,  and I plan on adding some more chapters and details in the future.

I also changed some parts and visuals of the main menu, getting it more in line with the new space backdrops. And the new game screen now also shows the options on the nation selection screen, so no more clicking through two different screens for starting a new game.

Other than the above changes there were some bugfixes and small additions (e.g. correct display of special characters on Linux). You can find the changelog for revision #170 here.

Now with that release out of the door I can hopefully start to implement the last few missing features, add some more content and do some balancing, getting closer to a final release.

2012 – Final posting (and a new release)

We’re in the final days of 2012 (and the world didn’t end, who would’ve thought) and continuing my “tradition” this will be the final post of this year including different topics. So first of all I’d like to wish all my friends, relatives and readers a good start into 2013!

As for my personal situation, a lot changed in 2012 (if you’ve read last years final posting you might remember) and mostly for the positive. As of may 2012 I’m working as a fulltime Delphi Developer right around the corner (if I’m not too lazy I even hop on my bike to get there) and I’m having a real blast working over there. The working atmosphere is great, I get along very well with my co-workers, and getting paid for coding stuff in Delphi is pretty awesome too.

So as far as work goes I’m very happy right now, and contrary to what I expected first, coding all day long at work (mostly, I do other stuff there too) didn’t destroy my motivation to code at home at all. Actually it’s the complete opposite, cause I’m much more focused during coding at home due to the practices at work and a (finally) ordered real life.

So instead of bothering you with my highs and lows of this year, I decided to finish off this year with a new release of “Phase 2 (Revision #125).

This revision includes a new feature that allows you to start manual battles directly from the game’s main menu with the possiblity to complelty customize it. You can select the setting, the nations and the units for each nation. To make this feature even more interesting I also added half a dozen new maps for the manual battles.

You can grab the current release on the game’s offical page.

Update (26th December) :
I noticed that the last video showing Projekt W in motion is from november 2011 and since back then a lot of things changed and have been added, I decided to cut together a new video showing scenes from the current beta. So here you go :