Android
HwReceiver/HwTransmitter (Android App) is in alpha!
Test it while it's hot!
Hwinfo (website)
HwInfoTransmitter (Desktop)
HwInfoReceiver (Android)
(you need to download all three of the above linked resources!!!)
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Test it while it's hot!
Hwinfo (website)
HwInfoTransmitter (Desktop)
HwInfoReceiver (Android)
(you need to download all three of the above linked resources!!!)
(more…)
My new android app is almost finished. It uses a little server for windows to get sensor information from your desktop computer to send it to a client android device. It’s still a bit rough at some edges, but it should be done soon! Here is how it looks like:
Added the wireframe and vertex modes back to the render pipeline. Also went back to 13 pixel lookups in the NFAA shader but with additional improvements i had with 8 lookups. The reason i went back was because 8 pixel lookups ignored some conditions… Here’s a screen of the render/debug modes: I will introduce 2 additional modes to output the geometry of lights and octrees.
[gallery link="file" columns="2" ids="675,673,672,670"] During some days i worked over 8 hours on features or bug fixes, but i think it was worth it. A lot of changes happened to my little engine in the past few weeks so let's sum up a few of them ... (more…)
After a few months i finally resumed work on my engine. I fixed the texture issue:
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Ok it took me a while till i finished the functionality... (university, tests, private stuff and so on...)
Anyways. It's still wip and i need to fix some stuff + i want to create a better ui on the android side.
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Not long ago my laptop's GPU died and i was forced to take a break on my Engine project... The reason was the OpenGL version which i targeted. The Nvidia chip was capable of running the project, but the engine aims for OpenGL 4.0 or higher and my laptop's HD4000 can only run with OpenGL 3.3. This made be choose between two options,
Fixed my Frustumculling and some minor bugs in the Lights
Here is the result:
And global directional ambient light turned on:
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