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继glloader移植到Android之后,KlayGE也可以在Android上执行了。虽然,严格来说,只是能跑最最基本的空框架。
由于我没有Android真机,模拟器又无法执行OpenGL ES 2,所以我的测试方法是在最老的Asus EeePC上执行Android x86。空框架EmptyApp目前可以顺利执行:
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[en]
After porting glloader to Android, KlayGE can be run on Android too. Technically, it's only a empty framework.
Since I don't have a real Android device, and the emulator can't run OpenGL ES 2, I have to test it on an old Asus EeePC with Android x86. The empty framework "EmptyApp" runs well on it:
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[zh] ...
AMD昨天发布了Catalyst 11.12 WHQL驱动。对开发者来说,最大的好处是正式支持了OpenGL 4.2!虽然从11.10 Preview 3开始,Catalyst就支持OpenGL 4.2,但正式版总是返回到了4.1。这是AMD第一个正式支持4.2的驱动。
Catalyst 11.12桌面版下载:
Cat 11.12 Win7 64-bit
Cat 11.12 Win7 32-bit
Cat 11.12 XP 64-bit
Cat 11.12 XP 32-bit
Catalyst 11.12移动版下载:
Cat 11.12 Mobility Vista / Win7 64-bit
Cat 11.12 Mobility Vista / Win7 32-bit
至此,主流显卡驱动都支持了OpenGL 4.2。(Intel?Intel也算主流?)
glloader,作为KlayGE的一个子项目,是OpenGL扩展载入库,可以载入OpenGL 1.0-4.2,OpenGL ES 1.0-2.0,以及WGL、GLX等OpenGL扩展。只要编写xml脚本就能自动生成扩展载入代码。
在王锐的帮助下,glloader完成了移植到Android的工作。目前glloader可以用NDK r6和r7进行编译,在模拟器和真机Xoom上均测试通过。目前,支持Android的glloader代码可以在hg上找到。正式版本glloader 4.0将会在晚些时候发布。
这里有一个在Android NDK中使用glloader的例子,从NDK自带的native-activity修改而来。从这里可以看出,从原先的直接调用GLES改为使用glloader之需要修改#include和link选项。
native-activity.7z
需要注意的是,由于NDK r6的 ...
[zh]
正如id Software的传统和承诺,Doom 3的源代码以GPL3的协议发布了。其中不包含游戏数据,而且因为法律原因,原引擎中的阴影渲染技巧“卡马克反转”也已经被替换掉。
你可以从https://github.com/TTimo/doom3.gpl下载到。
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[en]
As promised and as per tradition, id Software has released the Doom 3 source code under GPL3. No game data is contained, and the original engine's shadow rendering trick known as Carmack's reverse has been replaced for legal reasons.
You can find it here: https://github.com/TTimo/doom3.gpl
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今年Gamefest的材料放得比较慢,之前公开过一小部分,直到现在才都公开。有兴趣的可以到Microsoft downloads直接用"gamefest 2011"搜索下载。
Chuck Walbourn的blog列举了一些Windows开发者感兴趣的主题,供大家参考:
Performance
How Valve Makes Games Better with XPerf (Windows Performance Toolkit) (US | Valve PDF Valve Code)
Scaling Your Game to N Cores: A Deep Dive on Tasking (US UK)
Direct3D
Modern Texture Content Pipelines (US UK Code)
Symbolic Differentiation in HLSL (US UK Examples)
Tiled Resources for Xbox 360 and Direct3D 11 (US UK Code)
Visual C++
Agile C++ Game Dev ...
From NVIDIA's newsletter:
The first CUDA 4.1 release candidate (RC1) is now available to GPU Computing Registered Developers.
This is a great opportunity to try the new compiler, enhanced libraries, and improved development tools we’ve added to the CUDA Toolkit for this release. We’re looking forward to hearing your experiences (good and bad) so we can make CUDA 4.1 the best release yet!
Please login to download your copy of CUDA Toolkit 4.1 and updated SDK code samples. If you encounter any problems, please use the Bug Report link in your registered developer account.
https://nvde ...
From the new website of Kinect for Windows,Kinect for Windows SDK Beta 2 is released.
The Kinect for Windows SDK gives developers easy access to the capabilities offered by the Microsoft Kinect device connected to computers running the Windows 7 operating system and Windows 8 Developer Preview.
It includes drivers, rich APIs for raw sensor streams and human motion tracking, installation documents, and resource materials. It provides Kinect capabilities to developers who build applications with C++, C#, or Visual Basic by using Microsoft Visual Studio 2010.
This SDK is designed for ...
不经意间发现已经有很小一部分Gamefest 2011的演讲已经可以下载到了,包括:
Modern Texture Content Pipelines (UK)
Modern Texture Content Pipelines (US)
Tiled Resources for Xbox 360 and Direct3D 11 (UK)
完整的列表早已公开,但还没提供下载链接。上面那三个(或者说两个)就当作先睹为快吧。
它们的代码分别也可以在这里和这里找到。
NVIDIA新发布了R285.62的WHQL驱动,从古老的GeForce 6到最新的500系列桌面和笔记本GPU,以及ION GPU都支持。这款驱动有针对Battlefield 3、Rage和Batman: Arkham City优化。
另外,R285.62支持OpenGL 4.2和OpenCL 1.1。3D Vision控制器的驱动也包含在里面了。
下载链接如下:
桌面显卡的R285.62 Win7 / Vista版
R285.62 Vista / Win7 64-bit
R285.62 Vista / Win7 32-bit
笔记本显卡的R285.62 Win7 / Vista版
Verde (notebook) R285.62 Vista / Win7 64-bit
Verde (notebook) R285.62 Vista / Win7 32-bit
桌面显卡的R285.58 WinXP版
R285.58 XP 64-bit
R285.58 XP 32-bit
Windows 8 developer preview不但向开发者提供了Win8和VS2011的预览,还在其中隐藏了之前没有宣布过的Direct3D 11.1。现在,D3D11.1的初期文档也出现在MSDN中,让我们来看看D3D11.1提供了哪些新特性。
已经添加入D3D11.1的新功能有:
Shader tracing。在API层面提供更多调试shader的能力。
Direct3D device sharing。让D3D 10的API和D3D 11的API可以共享同一个渲染设备。
Check support of new Direct3D 11.1 features and formats。更新了ID3D11Device::CheckFeatureSupport和ID3D11Device::CheckFormatSupport,以支持D3D 11.1和DXGI 1.2提供的新格式。
Create larger constant buffers than a shader can access。可以建立超 ...