Monthly Archives: August 2014

My Oculus DK2 arrived!

I heard about a week ago that folks were starting to get their Oculus (Dev Kit 2) DK2’s. The big changes are the improivement of the display to be more VR friendly  – the low-persistence OLED display in the DK2 … Continue reading

Posted in Augmented Reality | Leave a comment

OpenGL 4.5 Specs Released at Siggraph

The Khronos group publicly released the OpenGL 4.5 specification at Siggraph this week. The two biggest changes are OpenGL ES 3.1 compatibility (including ES shaders) and DX11 feature emulation. The first will make it easier to write OpenGL or OpenGL-ES  … Continue reading

Posted in Conferences, OpenGL | Leave a comment

20% of Android devices are OpenGL-ES 3.0 capable

OpenGL-ES 3.0 adoption is continuing at a high pace. We’re still on track for 1/3rd of all Android devices to be OpenGL-ES 3.0 capable by years end, and we haven’t even seen the newest hardware due out in a few … Continue reading

Posted in Android, Hardware, OpenGL | Leave a comment

Procedurally Distributing Game Objects

I was discussing procedural content with someone last week and I was reminded of some research into space filling distributions and their use in games. One interesting procedure that I’ve run across is called the Halton Sequence, and it has … Continue reading

Posted in Code, Graphics | Leave a comment