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3. July 2012

A poster, JakobProgsch, over on the TigSource forums has made a series of OpenGL samplesopengllogo available on GitHub. Each example is contained in a single file, doesn’t depend on any non-canonical libraries or hide code behind a framework.  As a results the examples are a bit longer, but easier to follow.

 

The following topics are covered ( description taken from each file header ).

 

Sample 1

Skeleton code that all the other examples are based on

 

Sample 2

This example shows the setup and usage of shaders and a vbo+vao

 

Sample 3

This example shows the setup and usage of shaders and a vbo+vao
In this example the attrbute locations are set via BindAttribLocation
instead of layout qualifiers in the shaders

 

Sample 4

same as the "Shader and VBO" example, only with an indexed vbo.

 

Sample 5

apply a texture to the fullscreen quad of "Indexed VBO"

 

Sample 6

set up a perspective projection and render a rotating cube

 

Sample 7

render the cube from the perspective example to a texture and

apply fxaa antialiasing to it.

 

Sample 8

create 8 instances of the cube from the perspective example

with an additional offset buffer and AttribDivisor

 

Sample 9

create 8 instances of the cube from the perspective example

the difference to the instancing1 example is that we are

using a texture buffer for the per instance data instead of a

vertex buffer with divisor.

 

Sample 10

create 8 instances of the cube from the perspective example

the per instance data is passed with a uniform buffer object

 

Sample 11

Uses a geometry shader to expand points to billboard quads.

The billboards are then blended while drawing to create a galaxy

made of particles.

 

Sample 12

This example uses the geometry shader again for particle drawing.

The particles are animated on the cpu and uploaded every frame by

mapping vbos. Multiple vbos are used to triple buffer the particle

data.

 

Sample 13

This example simulates the same particle system as the buffer mapping

example. Instead of updating particles on the cpu and uploading

the update is done on the gpu with transform feedback.

 

Sample 14

This example renders a "voxel landscape/cave" from the view of a

moveable camera. Occlusion queries and conditional rendering are used

to cull occluded parts of the world and timer queries are used

to measure the performance.

 

Hope he keeps them coming, good OpenGL resources are scarce.

 

Edit: 7/5/2012 Fixed links and added 14th sample, which by the way, is a bit of a monster.

Programming , ,

1. July 2012

 

I’ve been trying out PlayStation Studio on Windows 8, and the results are pretty poor.

 

First the bad news, the simulator and Vita drivers don’t work, so you can’t actually run your code.  The good news is though, you can get the tools and IDE working, but you need to jump through a few hoops.

 

First you need to make sure .NET 2/3.5 installed.  You need to “Turn windows features on or off”, then add the .net Framework, like such:

image

 

 

Next, you are going to receive the error:

Error MSB4185: The function "CurrentUICulture" on type "System.Globalization.CultureInfo" has not been enabled for execution. (MSB4185)

When you try to run your code.  You need to set an environment variable in order to fix this error.

 

Add the environment variable MSBUILDENABLEALLPROPERTYFUNCTIONS and assign it the value 1.  You can do this at a command prompt by typing “setx MSBUILDENABLEALLPROPERTYFUNCTIONS 1”.  Now reboot and run PSStudio and it should work correctly.

 

Well, except the whole being able to run your code thing.  If I figure that part out, I will let you know!

General ,

29. June 2012

There is now documentation!

 

This is a big boon, and one of the biggest downsides to many open source projects.  Put simply, making documentation isn’t really all that fun, so most people don’t bother.  It’s great when a project takes the effort.  Up until now I’ve used the normal Cocos2Dx documentation combined with browsing through the source code, but now with JavaScript specific documentation, the world just got a heck of a lot easier.

 

 

So, be sure to check it out.  If you haven’t been exposed to Cocos2D HTML, it is an HTML port of the popular cocos2D library.  You can check out a series of tutorials on this site, with more coming soon.  You can also see a game in action right here.

 

If you are running a similar project, don’t under-estimate the value of good documentation, it is absolutely HUGE.  So if you actually want people using what you are investing all your time into creating, consider spending some time on documentation.  Kudos to the cocos2DHTML5 team.

News

28. June 2012

So, Google has just released the Android 4.1 SDK, so lets take a quick look it what’s in there jellybeenfor game developers.

  • Vsync support, screen refreshing at 16 ms
  • systrace, a new kernel level profilinge tool
  • input device querying
  • low level media codec access
  • multi-channel audio
  • audio pre-processing
  • audio chaining ( transition on audio effect to the next )
  • new renderscript extensions
  • improved HTML5 rendering speeds
  • improved JavaScript engine speeds

 

Well, that’s about it.  Audio get’s a pretty big boost in capability and it will be interesting to see the results of universal vsync.  Otherwise a pretty minor update. On the bright side, it shouldn’t really result in any more fragmentation.

 

From a non-gaming perspective, it also adds resizable widgets, smart updates ( only update the parts that changed!  Long overdue ), many new notification options and a bunch of graphical fluff.

 

So, how many years until 4.1 has more than a 1% install base?  Considering I am still waiting for my Galaxy Note to be upgraded from 2.3, I’m not holding my breath.

News

27. June 2012

image

 

OK, I will be the first to admit that there are a few hundred HTML5 3D game engines in development, so why draw any attention to this one?

 

Well, there are a couple very good reasons.

 

First off, star power.  There are pair of fairly successful people behind PlayCanvas.  The CEO is Will Eastcott, former tech director at Activision, who worked on Call of Duty, Grand Theft Auto and Max Payne.  The CTO is Dave Evans, formerly at Sony, and on the team responsible for PlayStation Home.  So, the people behind the company understand real game requirements and have the experience to pull it off.

 

Second, it’s a full tool chain.  This is perhaps the biggest single selling point, it contains a visual designer, importer for 3D Studios Max, Maya and Blender.  Plus of course the libraries you need to create a game, including dynamic lighting, shadow effects, bones/skinned animations, skeletal blending, 3D spatial audio, a component entity system for scripting and more.

 

So basically… they are going head to head with Unity, but focused on HTML5.  They have a demo section, but it is currently a bit underwhelming.

 

At this point, you may be wondering about cost…

During our closed beta, the PlayCanvas development environment will be free and unrestricted for all. When the closed beta ends, the vast majority of users will be able to continue to use PlayCanvas at no cost within some generous limitations. Pro accounts will be available on a subscription basis at a nominal monthly cost. These accounts will relax certain restrictions and unlock additional power-user oriented features in the interface.

 

Currently it is in closed beta, so you will have to contact them for more details.  They are however presenting at Google IO ( which is happening right now ), so perhaps we will have more details soon.

 

If this sounds interesting to you, head on over to playcanvas to learn more.

News ,

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