Dienstag, 25. Juni 2013

[C++11] Performance of casting and pointer

I played around with C++ trying to decrease build time by using pimpl and a base class.
Having some arbitrary base class in the pointer I need to cast it to the real data type when I wanna use it.
For the pointer I tried *, shared_ptr and unique_ptr and took times with and without casting.

Freitag, 21. Juni 2013

Qt 5 on Android - getting started

For our master thesis we need a quite easy way to create applications for different platforms and systems. For now the main targets are Windows, Linux and Android. The simplest way would be HTML5. It should run here, there and probably everywhere. But the performance isn't that great for what we want to achieve. Java could be an option as long as we won't go in the direction of Apple. Another option is the use of something like Unity3D. But it is big, clunky and I won't be able to develop with it from my Linux machine.

Mittwoch, 10. April 2013

Zusammenfassung meiner Arbeit mit und an der Blender Game Engine

Im Verlauf des letzten Semester durfte ich mit und an der Blender Game Engine austoben. Dies konnte man schon in meinen letzten Blogeinträgen lesen. Für das Fach Independent Coursework 2 habe ich nun mein Arbeit zusammengefasst.

Donnerstag, 28. März 2013

Why I prefer "native" games

I like the movement of HTML5 and WebGL.
But I still prefer native gaming.
A simple argument: performance.
Just compare those two implementations.

Dienstag, 26. März 2013

[BGE, Qt5] Coding Blender Game Engine

The Blender Game Engine lacks features. But as it's Open Source you can improve it as you like.

I thought so myself and tried to do it. Here is a short log on what I did.

While working with BGE I found some points that could need improvement or would be nice to have implemented. Here is a little list I came up with:

Mittwoch, 20. März 2013

[BGE + GLSL] GLSL Shader Repository Addon

The Blender Game Engine can make use of shader written in GLSL. In the standard version you can easily use vertex and fragment shader for your objects and fragment shader for post-processing (also known as 2D Filter).

[Review/Critic] UDock X - 13,3" LapDock

The UDock X - 13.3" LapDock is a combination of touch display, keyboard, touch-pad and battery. It can be used as an extension of vari...