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Going multi-platform, part 6 : Mac OSX Projekt "W" finally get's it's own theme song The challenges of a game's sound design Introducing the AI builder Implementing the ingame tutorial Redoing backdrops and tuning globe shaders Projekt "W" - Phase 2 - First linux release! Going multi-platform, part 5 : Finishing touches Going multi-platform, part 4 : First run on a native linux Going multi-platform, part 3 : First throwback Going multi-platform, part 2 : First compile and run Going multi-platform, part 1 : The setup Agenda for 2013 2012 - Final posting (and a new release) New Projekt "W" - Phase 2 beta release 121 Using Generics in Delphi Updating the AI Projekt "W" - First public "Phase 2" Beta Finishing the the first public beta From "Phase 1" to "Phase 2" Weekend posting Battlefield terrains (and some technical stuff) "Phase 2" - Jungle warfare "Phase 2" - Satus update July 2012 "Phase 2" - Status update June 2012 Projekt "W" - "Phase 2" - New Screenshots "Phase 2" - Quick status report 2011 - Final posting "Phase 2" - November work-in-progress video Color selection, FBOs and traditional render-to-texture "Phase 2" - Eyecandy 2010 - Final posting Projekt "W" on current c't magazine issue "Phase 2" status update New user interface in motion "Phase 2" running on Linux (using WINE) Quick interception The old GUI is history Some words about "Phase 2" New staff / transfer market window and more on staff experience Status update on "Phase 2" Prototyping nukes (including HD video) - Updated "Phase 2" - Work-in-progress video (HD) and YouTube channel Progress on "Phase 2", new spy type Projekt "W" - Releasing betas? GUI, GUI-Editor and Espionage (along with some sabotage) Quick update Promised (Media)update Big performance jump for "Phase 2" Quick check-in Hex battles evolved 100k visitors and some Projekt "W" New feature for "Phase 2" Resuming work on "Phase 2" of Projekt "W" Impressions from the battlefield Skinning of military units finished First new skinned military unit Projekt "W" - Roadmap for "Phase 2" More on the manual hex battles 2000 downloads and more on "Phase 2" Different UI themes Projekt "W" battles and some newton tidbits Aftermath Projekt "W" - Patch 1.2 Patch 1.2 coming soon, including tutorial Projekt "W" - Patch 1.1 (UPDATE 1.11) Projekt "W" - Phase 1 - Hotfix 1.01 Projekt "W" - Phase 1 - Release! Working towards release and littel name-change Artificial intelligence Good news for owners of old graphics cards and more on AI Manual and soundsystem More playtesting, balancing, bughunting and AI Transfer market, new cursors, texture compression and more First playtesting sessions and hardware requirements On the state of Project "W" Hotseat mode is in Endgame screens and top-five Cast of buildings Cast of military units Project "W" - New Video Next stop : Localization Climbing the Todo-ladder Even more work on the GUI GUI flow More national identity Working towards the finish More content and a VFS Smaller Steps Translation More AI, balancing and research tree Work on AI started Raging battles Last posting of this year Next feature almost done Research feature finished and much coding Next feature plus some debugging and cheating More content creation Full Sail Regional 3D view updated Tidbits New style for the main 3D view Back on the road again Game design again Coding under the hood GUI, sciences and stuff New control center Staff and Espionage Buildings Update Armies and Units Ingame Hexfield and more Gamedesign Tools and Content Animated skinned UI-control GUI - Coding and some Hex(es) More on the GUI Some GUI-Work Refining the game design Back again
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New Vulkan example on raytracing using VK_NV_ray_tracing Turing shader extensions and Visual Studio 2019 support for SPIR-V Extension Device based views for the Vulkan hardware database Flipping the Vulkan viewport Adding support for glTF meshes without indices Getting a Vulkan application up and running on a low-spec device with buggy drivers Vulkan Hardware Capability Viewer 1.92 released Updates to the Vulkan Hardware database and the Hardware Capability Viewer Vulkan Hardware Capability Viewer 1.9 released Vulkan Hardware Capability Viewer 1.8 released Vulkan conditional rendering Vulkan Hardware Capability Viewer 1.7 released Vulkan input attachments and sub passes Multiview rendering in Vulkan using VK_KHR_multiview Vulkan Hardware Capability Viewer 1.6 released Vulkan 1.1 is here Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization How-to video: Debugging a non-visible model in Vulkan using RenderDoc Vulkan glTF 2.0 C++ phyiscal based rendering New Vulkan example: Cascaded shadow mapping Combined Vulkan and OpenGL ES listing for android Headless Vulkan examples The Vulkan Device Simulation Layer iOS and macOS support added to the Vulkan examples Vulkan Hardware Capability Viewer 1.4 released Physically based rendering and moving (hdr) assets out of the repository Visual Studio 2017 support for SPIR-V Extension Updated Vulkan example binaries Updated Android vkQuake binaries Vulkan Hardware Capability Viewer 1.2 released Updated Vulkan example binaries (and vkQuake for Android) SPIR-V Extension for Visual Studio Vulkan tutorial on rendering a fullscreen quad without buffers Porting (Vulkan)Quake to Android New Vulkan example: Indirect drawing New Vulkan example: Deferred shading and shadows Updated Vulkan deferred shading example video Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc Khronos Chapter Munich Vulkan Slides Vulkan Examples update Vulkan is here! Vulkan specification complete, release imminent Vulkan related works Vulkan from the POV of a hobby 3D developer