A note about NVIDIA drivers (on windows) an glCapsViewer

Thanks to Christophe Riccio, it came to my attention that most NVIDIA driver reports on windows are discarded when trying to upload them to my OpenGL hardware database. The cause for that is pretty simple : Contrary to the other vendors, NVIDIA does not include their (or any, e.g. OpenGL ICD) driver version inside the GL_VERSION string on windows (at least not on Windows Vista and up, on XP this still seems to be the case). [Read More]

OpenGL ES CapsViewer updated to 0.3

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’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. [Read More]

OpenGL ES CapsViewer update to 0.2

I’ve just released an update for the OpenGL ES CapsViewer to google’s playstore. This version should fix crashes upon startup that seemed to be caused by a wrong egl configuration, so for this version I’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’ve turned automatic updates off) the the most recent version and submit your OpenGL ES reports. [Read More]

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. 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. [Read More]

3D loader for android, first roaming zombies

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 “game” (still no gameplay in) can now display 3d models, and since it’s a zombie game, I’ve put in a (drum roll please) zombie! But it’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. [Read More]

Zombie infected random dungeon crawling

2014 started off pretty busy and I haven’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’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). [Read More]

2013 - Final posting - Dwelling in randomly generated mobile Dungeons

Another year has (almost) passed, and as with the previous years I’ll keep up the tradition of publishing a final posting before heading into 2014. From a personal point-of-view, 2013 wasn’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’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). [Read More]

OpenGL ES Hardware Database Preview

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. [Read More]

From Delphi, Windows, OpenGL and Newton to

…Java , Android, OpenGL ES and Box2D. That’s what I’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 ;) [Read More]

New target : Android

I’ve been using a symbian “smartphone” (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’s a middle class Android handset with a dual-core CPU (1,2GHz) and a 4.5" screen that supports OpenGL ES 2.0 that doesn’t cost a fortune (~140€) and condidering the pricetag it’s a pretty good phone. [Read More]