GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features

Original Author: Adam Martin Apple uses OpenGL extensively – their 2D desktop libraries (Quartz, CoreAnimation) are OpenGL-based, and iOS has inherited that link (along with some funky tricks you can pull). a standalone library on GitHub, with the code from the articles as a Demo app. It uses the ‘latest’ version of the code, so … Continue reading “GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features”

Code Build Optimisation Part 4a – fatal error LNK1170

Original Author: Andy Firth If you previously followed Code Build Opt Part 4 then you have yourself a fantastic project that incrementally links and everyone is happy… there is a gremlin in this machine however. Before we continue I should note, this primarily affects Microsofts link.exe (and thus lib.exe) but has also been seen in other … Continue reading “Code Build Optimisation Part 4a – fatal error LNK1170”

The main loop in Devil’s Attorney on Android

Original Author: Johan Knutzen Abstract Android OS is filled with undocumented behavior and quirks that are taught the hard way; by discovery and by experience. Once you start playing around with the NDK, OpenGL and Android lifecycle events in multiple threads, things can become real hairy. In this post, I’m going to list a number … Continue reading “The main loop in Devil’s Attorney on Android”

Simplex Update #1: Extreme modularization with CMake and Git

Original Author: Francisco Tufró This is the first update on my Simplex Engine Journey. The first topic I want to talk about is modularization. Motivations One of the most important aspects of my engine’s design is modularization. Engines are usually big in terms of classes, dependencies and systems; that’s why a modular approach made sense for … Continue reading “Simplex Update #1: Extreme modularization with CMake and Git”