Besides the fact that C/C++ is my favored development language, one of the main reasons that I choose to use C++ and OpenGL for game development when Decade Engine was born, may years ago, is that I have always wanted to create cross platform games and 3D engine. SDL 2.0… read more →
It would be natural to believe that rendering less each frame would be faster but this isn’t always the case. With game programming allot of the expense comes with changing the OpenGL state machine and with processing on the CPU. The raw power of the GPU still surprises me as… read more →
Processing all animations on the GPU is pretty cool (would anyone like a blog post on this?) but it does lead to some issues when you try and use the 3D engine in a game. These issues have raised their nasty heads during integration of the Bullet Physics/Collision library. When… read more →
As IOS and Android both have support for C++ 11 there are some nice language features I can use. Here is an interesting presentation which highlights the major updates.
In a previous blog post I commented on how my game ran fine in the simulator but crashed after about 20 seconds on a device not connected to XCode. The cause of this was that it failed to launch in time so IOS killed it. Application Specific Information: Raiblin.DecadeEngine failed… read more →
Another simulator v device issue has popped up. This time it was a bit strange. Running in the simulator everything ran correctly, running on the device from XCode again everything ran correctly however starting the app manually on the device after it was disconnected from my mac, after a number… read more →
The OpenGL ES 2.0 fragment shader operation ‘discard’ can be used to stop fragment processing and prevent any buffer updates for the current fragment in a shader. Essentially, it provides the same functionality as the fixed function ‘alpha test’ but in a programmable manner. It can seem like a convenient… read more →
My company developer profile came through today and I decided to run my tech demo’s on an actual device instead of in the simulator. Immediately it was evident that something was wrong when all the PNG’s failed to load. I am using lodepng, a lightweight C++ PNG library, for my… read more →