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    <title>android on Sascha Willems</title>
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    <description>Recent content in android on Sascha Willems</description>
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    <item>
      <title>Getting a Vulkan application up and running on a low-spec device with buggy drivers</title>
      <link>https://www.saschawillems.de/blog/2019/03/08/getting-a-vulkan-application-up-and-running-on-a-low-spec-device-with-buggy-drivers/</link>
      <pubDate>Fri, 08 Mar 2019 15:22:53 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2019/03/08/getting-a-vulkan-application-up-and-running-on-a-low-spec-device-with-buggy-drivers/</guid>
      <description>Introduction Ever since starting to work on my C++ Vulkan glTF PBR application, I was bugged by the fact that it just wouldn&amp;rsquo;t work on my everyday phone, just crashing at a certain point with an error code that actually should never be thrown by that certain function. After a few unsuccessful attempts at finding the cause for this, I finally found the root of the problem and was actually able to get this up and running.</description>
    </item>
    
    <item>
      <title>OpenGL ES database ES 3.1 and 3.2 support, capability listing pages</title>
      <link>https://www.saschawillems.de/blog/2018/04/02/opengl-es-database-es-3.1-and-3.2-support-capability-listing-pages/</link>
      <pubDate>Mon, 02 Apr 2018 09:11:47 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/04/02/opengl-es-database-es-3.1-and-3.2-support-capability-listing-pages/</guid>
      <description>After the recent overhaul I now also have added support for OpenGL ES 3.1 and 3.2 to the OpenGL ES hardware database and the Android app.
Both versions added lots of new capabilities that have been lacking from the client application and database, so even though there are lots of reports for OpenGL ES 3.1 and 3.2 those only contain capabilities up to OpenGL ES 3.0.
GLES 3.1 brought compute shaders, GLES 3.</description>
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    <item>
      <title>OpenGL ES CapsViewer updated to 0.6</title>
      <link>https://www.saschawillems.de/blog/2018/04/01/opengl-es-capsviewer-updated-to-0.6/</link>
      <pubDate>Sun, 01 Apr 2018 14:00:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2018/04/01/opengl-es-capsviewer-updated-to-0.6/</guid>
      <description>I have released update 0.6 for the OpenGL ES CapsViewer.
Changelog :
Added OpenGL ES 3.2 capabilities (if supported by device) Added OpenGL ES 3.1 capabilities (if supported by device) Minor bugfixes The update should be automatically installed, and if you&amp;rsquo;ve submitted a device where 0.2 reported a wrong OpenGL ES version, please feel free to resubmit it.</description>
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    <item>
      <title>Combined Vulkan and OpenGL ES listing for android</title>
      <link>https://www.saschawillems.de/blog/2017/10/30/combined-vulkan-and-opengl-es-listing-for-android/</link>
      <pubDate>Mon, 30 Oct 2017 12:26:13 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/10/30/combined-vulkan-and-opengl-es-listing-for-android/</guid>
      <description>Upon popular request I finally got around combining android device data from my Vulkan and OpenGL ES hardware databases into a convenient table. This should be handy if you plan on supporting both apis on Vulkan or if you just need to check for general device support.
The new page can be reached via https://android.gpuinfo.org/
It combines all android device reports from the Vulkan database with all reports from the OpenGL ES database and also uses google&amp;rsquo;s official device list for translating device IDs (stored with Vulkan and OpenGL ES reports) into actual retail names.</description>
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    <item>
      <title>Vulkan Hardware Capability Viewer 1.4 released</title>
      <link>https://www.saschawillems.de/blog/2017/05/28/vulkan-hardware-capability-viewer-1.4-released/</link>
      <pubDate>Sun, 28 May 2017 10:47:09 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2017/05/28/vulkan-hardware-capability-viewer-1.4-released/</guid>
      <description>A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This is the biggest update since I released this tool, including lots of new features that also brought along a few changes to the online database. I also decided to drop the &amp;ldquo;beta&amp;rdquo; tag now that more than 1,300 reports have been uploaded, making this the first non-beta release of the Vulkan Hardware Capability viewer.</description>
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    <item>
      <title>Updated Android vkQuake binaries</title>
      <link>https://www.saschawillems.de/blog/2016/12/28/updated-android-vkquake-binaries/</link>
      <pubDate>Wed, 28 Dec 2016 19:04:51 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2016/12/28/updated-android-vkquake-binaries/</guid>
      <description>For those that want to test out my Android port of of Axel Gneiting&amp;rsquo;s vkQuake, I have released updates binaries at http://vulkan.gpuinfo.org/vkquake.php
Please note that the .apk does not contain any game files, so you need to get the .pak files from the shareware or registered version in order to play this. See the page above for details on this.
This release is based on vkQuake&amp;rsquo;s latest version and is pretty much feature complete.</description>
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    <item>
      <title>Vulkan Hardware Capability Viewer 1.2 released</title>
      <link>https://www.saschawillems.de/blog/2016/11/19/vulkan-hardware-capability-viewer-1.2-released/</link>
      <pubDate>Sat, 19 Nov 2016 16:22:05 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2016/11/19/vulkan-hardware-capability-viewer-1.2-released/</guid>
      <description>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 https://vulkan.</description>
    </item>
    
    <item>
      <title>Updated Vulkan example binaries (and vkQuake for Android)</title>
      <link>https://www.saschawillems.de/blog/2016/09/06/updated-vulkan-example-binaries-and-vkquake-for-android/</link>
      <pubDate>Tue, 06 Sep 2016 18:58:32 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2016/09/06/updated-vulkan-example-binaries-and-vkquake-for-android/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>Porting (Vulkan)Quake to Android</title>
      <link>https://www.saschawillems.de/blog/2016/08/12/porting-vulkanquake-to-android/</link>
      <pubDate>Fri, 12 Aug 2016 11:27:44 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2016/08/12/porting-vulkanquake-to-android/</guid>
      <description>Axel Gneiting from iD software recently ported Quake to Vulkan (based on the QuakeSpasm OpenGL port) and released the sources at github with support for windows and Linux. With Vulkan also being available on Android, I decided to use the knowledge gained while porting my Vulkan examples and Demos over to Android and add it to his Vulkan Quake port.
I have tested with the registered and full .pak files of the original Quake and both are fully playable.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer updated to 0.5</title>
      <link>https://www.saschawillems.de/blog/2015/11/18/opengl-es-capsviewer-updated-to-0.5/</link>
      <pubDate>Wed, 18 Nov 2015 14:13:00 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2015/11/18/opengl-es-capsviewer-updated-to-0.5/</guid>
      <description>I have released update 0.5 for the OpenGL ES CapsViewer.
This update adds support for Android TV devices.
The update should be automatically installed.</description>
    </item>
    
    <item>
      <title>Soruces for simple OpenGL 2.0 HUD/GUI for android</title>
      <link>https://www.saschawillems.de/blog/2014/07/18/soruces-for-simple-opengl-2.0-hud/gui-for-android/</link>
      <pubDate>Fri, 18 Jul 2014 19:34:49 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/07/18/soruces-for-simple-opengl-2.0-hud/gui-for-android/</guid>
      <description>As I&amp;rsquo;m currently prototyping a new game for Android, I was in need of a quick (and simple) way of adding some selectable text elements on top of my 3D OpenGL ES scene. So I created a simple demonstration with full source (you can get them from my OpenGL ES git repository) that renders a 3D scene and a basic hud with clickable text elements on top of it in orthogonal mode.</description>
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    <item>
      <title>Android OpenGL ES repository</title>
      <link>https://www.saschawillems.de/blog/2014/07/12/android-opengl-es-repository/</link>
      <pubDate>Sat, 12 Jul 2014 19:16:21 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/07/12/android-opengl-es-repository/</guid>
      <description>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.</description>
    </item>
    
    <item>
      <title>OpenGL ES CapsViewer updated to 0.3</title>
      <link>https://www.saschawillems.de/blog/2014/02/21/opengl-es-capsviewer-updated-to-0.3/</link>
      <pubDate>Fri, 21 Feb 2014 16:08:08 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/21/opengl-es-capsviewer-updated-to-0.3/</guid>
      <description>High on the heels of the last release (0.2), I just updated the OpenGL ES CapsViewer to version 0.3.
Changelog :
Changed way of setting up the OpenGL ES render context Certain devices (mostly those with PowerVR GPUs) were reporting wrong OpenGL ES versions (e.g. 1.1 instead of 2.0). I&amp;rsquo;ve changed the way of setting up the highest possible OpenGL ES version, so those devices should now display their real supported OpenGL ES version.</description>
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    <item>
      <title>OpenGL ES CapsViewer update to 0.2</title>
      <link>https://www.saschawillems.de/blog/2014/02/18/opengl-es-capsviewer-update-to-0.2/</link>
      <pubDate>Tue, 18 Feb 2014 19:57:42 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/18/opengl-es-capsviewer-update-to-0.2/</guid>
      <description>I&amp;rsquo;ve just released an update for the OpenGL ES CapsViewer to google&amp;rsquo;s playstore. This version should fix crashes upon startup that seemed to be caused by a wrong egl configuration, so for this version I&amp;rsquo;ve changed the method of selecting the egl configuration for the render context.
So if the application crashed on your device feel free to update (in case you&amp;rsquo;ve turned automatic updates off) the the most recent version and submit your OpenGL ES reports.</description>
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    <item>
      <title>OpenGL ES Caps Viewer available on Playstore</title>
      <link>https://www.saschawillems.de/blog/2014/02/03/opengl-es-caps-viewer-available-on-playstore/</link>
      <pubDate>Mon, 03 Feb 2014 09:02:33 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/02/03/opengl-es-caps-viewer-available-on-playstore/</guid>
      <description>My first ever mobile app is now available over at Google&amp;rsquo;s PlayStore! This is a premiere for me, and though I wasn&amp;rsquo;t on wether to spend the 25$ registration fee for the google&amp;rsquo;s developer console, I hope many android apps and games will follow.
Download via Google play
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.</description>
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    <item>
      <title>3D loader for android, first roaming zombies</title>
      <link>https://www.saschawillems.de/blog/2014/01/30/3d-loader-for-android-first-roaming-zombies/</link>
      <pubDate>Thu, 30 Jan 2014 20:59:09 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/01/30/3d-loader-for-android-first-roaming-zombies/</guid>
      <description>A 3d game needs 3d models, so I wrote a simple .obj (wavefront) model loader, and it was surprisingly easy with java. It took me roughly 30 minutes and is no more than 50 lines of code (including declarations and comments). So the &amp;ldquo;game&amp;rdquo; (still no gameplay in) can now display 3d models, and since it&amp;rsquo;s a zombie game, I&amp;rsquo;ve put in a (drum roll please) zombie! But it&amp;rsquo;s not just visual, but also backed by an NPC class that makes it move (more or less randomly) around the dungeon in a turn based manner.</description>
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    <item>
      <title>Zombie infected random dungeon crawling</title>
      <link>https://www.saschawillems.de/blog/2014/01/20/zombie-infected-random-dungeon-crawling/</link>
      <pubDate>Mon, 20 Jan 2014 19:05:49 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2014/01/20/zombie-infected-random-dungeon-crawling/</guid>
      <description>2014 started off pretty busy and I haven&amp;rsquo;t had that much time to work on my current (and first) android project. But at least I wrote down the first pages of the basic game design draft, and I plan on doing a randomly generated, zombie themed dungeon crawler with not your usual zombie story.
So in terms of gameplay it&amp;rsquo;ll be a traditional dungeon crawler (think of Eye of the Beholder, or more recently Legend of Grimrock), with semi-realtime movement but with a modern horror theme based on a zombie infection (yeah, I know, zombies are all around nowadays, see the success of DayZ, but I always wanted to do something with zombies anyway).</description>
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    <item>
      <title>2013 - Final posting - Dwelling in randomly generated mobile Dungeons</title>
      <link>https://www.saschawillems.de/blog/2013/12/29/2013-final-posting-dwelling-in-randomly-generated-mobile-dungeons/</link>
      <pubDate>Sun, 29 Dec 2013 20:43:46 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/12/29/2013-final-posting-dwelling-in-randomly-generated-mobile-dungeons/</guid>
      <description>Another year has (almost) passed, and as with the previous years I&amp;rsquo;ll keep up the tradition of publishing a final posting before heading into 2014. From a personal point-of-view, 2013 wasn&amp;rsquo;t thad bad (though still far from perfect) like some of the years before. I still earn my money as a sofware developer using delphi and love my job, and recently I even bought the house I&amp;rsquo;ve been spending most of my 32 years in (though there is still a bit of renovation to be done, but the house itself is in a good shape).</description>
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    <item>
      <title>OpenGL ES Hardware Database Preview</title>
      <link>https://www.saschawillems.de/blog/2013/12/18/opengl-es-hardware-database-preview/</link>
      <pubDate>Wed, 18 Dec 2013 19:14:02 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/12/18/opengl-es-hardware-database-preview/</guid>
      <description>It took (a bit) longer than expected, but I finally got the first preview of the online OpenGL ES Hardware Database online. I want this to be the match to the widely used OpenGL Hardware Database (filled by the glCapsViewer). Where the former is aimed at developing desktop applications with OpenGL, the later one is planned to be a helper for all developers planning on deploying OpenGL ES based applications, games or tools on the Android platform (other platforms that support OpenGL ES may follow in the future, the database design is flexible enough) that want to know what features are offered by the different devices on the market.</description>
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    <item>
      <title>From Delphi, Windows, OpenGL and Newton to</title>
      <link>https://www.saschawillems.de/blog/2013/11/08/from-delphi-windows-opengl-and-newton-to/</link>
      <pubDate>Fri, 08 Nov 2013 19:04:19 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/11/08/from-delphi-windows-opengl-and-newton-to/</guid>
      <description>&amp;hellip;Java , Android, OpenGL ES and Box2D. That&amp;rsquo;s what I&amp;rsquo;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 the gravity vectors. Putting lots of dynamic objects inside a confined box, and seeing them fall over by just tilting the phone is a fun affair ;)</description>
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    <item>
      <title>New target : Android</title>
      <link>https://www.saschawillems.de/blog/2013/10/20/new-target-android/</link>
      <pubDate>Sun, 20 Oct 2013 18:50:29 +0000</pubDate>
      <author>webmaster@saschawillems.de (www.saschawillems.de)</author>
      <guid>https://www.saschawillems.de/blog/2013/10/20/new-target-android/</guid>
      <description>I&amp;rsquo;ve been using a symbian &amp;ldquo;smartphone&amp;rdquo; (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&amp;rsquo;s a middle class Android handset with a dual-core CPU (1,2GHz) and a 4.5&amp;quot; screen that supports OpenGL ES 2.0 that doesn&amp;rsquo;t cost a fortune (~140€) and condidering the pricetag it&amp;rsquo;s a pretty good phone.</description>
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