Hi all,
Thanks to Denis Kniazhev, the code on Github now supports Android Studio!
A quick roundup:
Game Programming Patterns, now in print and eBook!
Minima live wallpaper
Split! An artistic effect for your photos and images.
Learn how to develop mobile graphics using OpenGL ES 2
Hi all,
Thanks to Denis Kniazhev, the code on Github now supports Android Studio!
A quick roundup:
Game Programming Patterns, now in print and eBook!
Minima live wallpaper
Split! An artistic effect for your photos and images.
There’s been a lot of changes in the graphics programming community, with Google’s latest version of Android now supporting OpenGL ES 3.1, which brings support for compute shaders, as well as an Android-specific extension pack which adds support for additional features. Apple has chosen to go the proprietary route by remaining with OpenGL ES 3.0 for now and by introducing Metal, a new API which promises to increase performance and reduce driver overhead.
Here are some more links for your fall reading:
Tri-morph – A first game by a reader of Learn OpenGL ES.
Cubist artwork with the help of a GPU
A Closer Look at Android RunTime (ART) in Android L
Musings On A Year Of Living C++
Enjoy the fall colours! 🙂
Two big names in the game development community are celebrating their achievements as they reach important milestones and bring their work to the community:
Zero to 95,688: How I wrote Game Programming Patterns
Congrats to you guys, and thanks for sharing your work with the world!
In other news, I’d like to thank El androide libre and Mobile Phone Development for linking to A Performance Comparison Between Java and C on the Nexus 5, which turned out to be more controversial than expected! A member of the Google team has kindly offered to help out with bringing the benchmark to RenderScript, so that will be interesting to see.
Top stories
libgdx: We’ll go 1.0 next weekend!
Recent posts
A Performance Comparison Between Java and C on the Nexus 5
Finishing up Our Native Air Hockey Project with Touch Events and Basic Collision Detection
Android native development
Android on x86: Java Native Interface and the Android Native Development Kit
Wrapping a C++ library with JNI – introduction
Game industry & development
How In-app Purchases Have Destroyed The Industry
How in-app purchase is not really destroying the games industry
How to become a Graphics Programmer in the games industry
You Don’t Need Millions of Dollars
Online books and references
OpenGL articles & tutorials
OpenGL dumb mistakes: the mysterious Perfect Circular Hole
GLKit to the max: OpenGL ES 2.0 for iOS
Web development
Asset loading in emscripten and PNaCl
First 3D Commercial Web Game Powered By asm.js Unveiled
Playing With Emscripten and ASM.js
Misc
Modern C++: What you need to know
Android 4.4 for Game Developers
New Adventures in C++ with Cinder and More
Objectively Stylish — The NYTimes Objective-C style guide.
Vivante Unveils Less than 1 mm2 OpenGL ES 2.0 GPU for Wearables and Internet of Things (IoT) Devices
From the libgdx blog: “Intel Developer Zone and are holding a couple of code fests over the next few weeks in Berlin, New York and Santa Clara. During these events, Intel will help you port your Android apps using native code to x86, free of charge!”
Check out the source code for the new acko.net front end: https://github.com/unconed/fuse10/.
This time around, we have some new live wallpapers as well as a new Android application using OpenGL ES 2.0. Check them out below…
https://play.google.com/store/apps/details?id=com.justharinama.ganeshlivewallpaper
https://play.google.com/store/apps/details?id=com.justharinaam.narasimha
https://play.google.com/store/apps/details?id=com.justharinama.skynormalwall
https://play.google.com/store/apps/details?id=com.savageking.empireofbases
Until next time!
A fellow developer and blogger, Hisham, has released his Hexscreen 3D Live Wallpaper to the market, and it looks quite cool. Check it out:
The wallpaper can be downloaded from Google Play.
In other news…
Here’s the beginning of a new series on OpenGL ES 2.0 for iOS, using Apple’s GLKit.
ROBOVM BACKEND IN LIBGDX NIGHTLIES AND FIRST PERFORMANCE FIGURES! – Libgdx is moving to a new backend for iOS that uses RoboVM, a Java to machine code compiler for iOS. Initial performance figures look good!
Zero to Sixty in One Second – the developer & designer behind acko.net has redesigned his header and website using WebGL, and I have to say that it looks very cool.
And now for something completely different…
As some of you may already know, Apple recently announced the iPhone 5s & 5c at their annual iPhone event, and one of the new updates is that the iPhone 5s will also be coming with support for OpenGL ES 3.0! Google announced support for OpenGL ES 3.0 with their release of Android 4.3 not too long ago, so the new version is slowly making its way onto mobile devices.
OpenGL ES 3.0 is backwards-compatible with OpenGL ES 2.0, so everything you learned about OpenGL ES 2.0 still applies. This post from Phoronix goes into more detail about what the new version brings: A Look At OpenGL ES 3.0: Lots Of Good Stuff.
On to the roundup:
Ghoshehsoft’s Blog – A look at many topics related to OpenGL ES 2.0 on Android.
Project Anarchy – “Project Anarchy is a complete end to end game engine and state-of-the-art toolset for mobile. Project Anarchy also comprises a vibrant game development community centered right here at www.projectanarchy.com. Project Anarchy includes an entirely free license to ship your game on iOS, Android and Tizen platforms.”
emscripten and PNaCl: Build Systems
Here are some interesting links I’ve come across recently:
Cross-platform
Giveaways
OpenGL
NDK
SDKs