About To help people get started with the Vulkan graphics api I released a repository of examples C++ along with the start of Vulkan. I started developing these before Vulkan was publicly released while being a member of the Vulkan advisory panel, and have since then added more and more examples, demonstrating many different aspects of the api.
The list of examples (already more than 60) range from basic api usage to more complex setups, and also include examples for different rendering methods and effects (physical based rendering, screen space ambient occlusion, deferred rendering, etc.
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Vulkan glTF 2.0 C++ physical based rendering
About A physically-Based Rendering Vulkan reference implementation in C++ with image based lighting using glTF 2.0 models. The lighting equation is based on the reference glTF PBR implementation from Khronos.
The main component of this project was writing a Vulkan glTF model loader and renderer that uses tinygltf, supporting most of glTF 2.0’s features.
The application supports both pbr material workflows (metallic-roughness, specular-glossiness), renders the whole scene hierarchy and fully supports skinned animations for up to 128 bones.
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Vulkan hardware capability viewer
About The “Vulkan hardware capability viewer” is a multi-platform client-side application that collects all available information from a Vulkan implementation that can be uploaded to a public database.
The application is written in C++, uses Qt for the user interface and runs on Windows, Linux and Android.
Goal of this tool is to create a database aimed at Vulkan programmers that need to check implementation specific information or just want to see what devices are supported or how far spread a certain feature is.
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SPIR-V Extension for Visual Studio
About With the launch of Vulkan, SPIR-V has been introduced as it’s binary shader format, replacing text based shader formats in favor of an intermediate representation. To make life a bit easier I have just released a Visual Studio (2015) extension that adds SPIR-V related commands to the context menu of shader files (and folders containing shader files):
This allows you got generate binary SPIR-V files from GLSL right out of your IDE.
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GPU hardware database landing page
About https://www.gpuinfo.org
With now three device hardware databases for OpenGL, OpenGL ES and Vulkan, I decided to create a single landing page the will display links to those three databases along with the number of uploaded reports.
This is written in PHP just like the databases and the sources can be found at github.
Landing page The landing page will direct to the different databases and also displays the number of reports uploaded to those databases.
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OpenGL ES hardware capability viewer
About 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.
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.
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Trugbild
About “Trugbild” (german for “delusion”) was made for the 2013 Pascal Game Development challenge over at PGD. The theme was “at your command”, which means you had to create a game with indirect control over e.g. a character. The deadline for this contest was one month, and since I knew upfront that my time to work on an entry would be very limited, I decided to go for something more experimental.
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Dungeon Crawler
About Javascript In 2014, I converted the Delphi dungeon generation code to Javascript. A browser demo can be found over here.
Windows Back in 2010 I released an article on random dungeon generation and wrote a small prototype along with it. But only recently I got the time and motivation to finish this demo up and release it alongside with source code, so anyone interested can take a look at the source and make something out of it.
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Projekt "W" - Phase 2
About Projekt “W” - “Phase 2” is the successor to the original Projekt “W” released back in 2007. It includes lots of new features, additional content, more varied gameplay and adds a lot of strategic depth to the gameplay.The game is a turn-based strategy game where you lead one of the five remaining nation to complete world domination by wiping out all other nations. The turn-based nature of the game allows the player to plan carefully and gives it a deep strategic depth.
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OpenGL hardware capability viewer
About The “OpenGL hardware capability viewer” (short “glCapsViewer) a multi-platform client-side application that reads out all important hardware capabilities of the current OpenGL-implementation present on your system (currently up to OpenGL 4.5), that can then be uploaded to a public database, serving as a tool for OpenGL developers.
The early versions of this tool were developed using Delphi / Free Pascal, but the project has since then been redone in C++ is available for multiple platforms.
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