LLVM introduction View more presentations from Jim Huang Getting Started with the LLVM System http://llvm.org/docs/GettingStarted.html Getting Started: Building and Running Clang http://clang.llvm.org/get_started.html
Support the x86-32, x86-64 and ARM instruction sets. NaCl started as a downloadable NPAPI plugin for multiple browsers, including Firefox, Safari, Opera and Chrome and was designed to transparently load and run other NPAPI plugins compiled as nexes. http://www.chromium.org/nativeclient/getting-started/getting-started-background-and-basics Download sdk: https://developers.google.com/native-client/sdk/download Native Client: A Sandbox for Portable, Untrusted x86 Native Code: http://static.googleusercontent.com/external_content/untrusted_dlcp/research.google.com/zh-TW//pubs/archive/34913.pdf
Install Android SDK to Titanium in windows you may occur some problem: Could not loacate the android sdk titantium Add empty folder "android-7" into "$ANDROID_SDK/platforms/", copy your android sdk folder's content into "android-7". ( for ex: "android-13" to "android-7" ) [ ERROR ] Required jarsigner not found [ ERROR ] Required javac not found [ ERROR ] Required java not found [ ERROR ] One or more required files not found - please check your JAVA_HOME environment variable JAVA_HOME = C:\Program Files\Java\jdk1.7.0_01 But JDK is needed 1.6, reinstall JDK 1.6 and set JAVA_HOME = C:\Program Files\Java\jdk1.6.0_29
Today I port my Flash Player version 3D engine to Adobe AIR, in order to support Android/iOS platform. Because my engine has been done on the PC/Web, so we can't aware performance penalty easily, now I forward to mobile platform, they have limit resource. We need to more optimize our engine. Because iOS version has been convert AS3 to native code, so I believe and found game loop and render loop are not the critical part. The GPU processing part is the issue. We have done several things, I list them on the bottom: ( improving the fps from 4 to 26 ) Resize our texture size, smaller is better. Reduce redundant shader instruction, especially pixel part. We remove the fog and alpha-test part ( for supporting alpha-test, we use 'kil' - it's very evil ) Disable lighting and shadow map. Currently, event-listener is not the issue. Continuing we want to try disable mipmap, it may help us improve current performance. OpenGL ES Programming Guide for iOS: http://developer...
Maqetta is an open source project that provides WYSIWYG visual authoring of HTML5 user interfaces. The Maqetta application itself is authored in HTML, and therefore runs in the browser without requiring additional plugins or downloads. http://maqetta.org/
The math library I'm using TLD or 3D library File at 3Dlibrary.googlecode.com WebGL math benchmarks WebGL based on OpenGL ES 2.0 with zero extention world *viewProj mtx reduce draw call --- use one large buffer limits 64,000 polygons per draw call index primitive 16bit particle library on WebGL wiki (This one which is more stand alone https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/demos/google/particles/index.html And this one which is integrated with the TDL library http://code.google.com/p/webglsamples/source/browse/tdl/particles.js ) (Library presented in the video is named ThreeD Library. You can find it on googlecode. You can use ThreeJS which is much, much easier, and then there is SparksJS for particles in ThreeJS. Thanks, Mackovy ) limits 3D textures not be support. spread it out into a 2D texture Post Processing WebGL2D.js never call gl.get anything while render // don't touch render buffer while rendering gl.fr...
We can find some usable resource in this site. http://www.gamerendering.com/ Programming.Vertex.Geometry.and.Pixel.Shaders: ebook http://code.google.com/p/infiniteengine/downloads/detail?name=Programming.Vertex.Geometry.and.Pixel.Shaders%28dx10%29.pdf&can=2&q=
If you want your JNI program process with your native dll's keyboard I/O, you must implement keyboard hook function. http://www.jotschi.de/?p=90 http://www.codingforums.com/showthread.php?t=147913
JAWT ( Java Abstract Window Toolkit ) Java use it to define the different OS's create window layer, we get this window's handle by JAWT. In this approach we can draw 3D objects presented on the window's handle, which is by GPU acceleration. JNI ( Java Native Interface ) Java can upload native program's library ( etc: *.dll ). Call the native function defined in this linked library. STEPS: Design your java code to be Applet style, You can adopt eclipse SWT(standard widget toolkit) to support JAWT canvas easier. Define the native interface in your *.java file. Like this: // native entry point for Painting public native void paintOpenGL(); // native entry point for enabling OpenGL calls. public native void initializeOpenGL(); // native entry point for disabling OpenGL calls. public native void cleanupOpenGL(); Load library in the ...
Access to windows server, all you do are like to use the Remote Desktop Protocol ( RDP ). First you need to start the EC2 instance, then get Windows password and EC2 IP. Execute the RDP and type your IP and username, select "warn me" certification. Click the connect btn. If you use Linux version OS, you must use SSH protocol, generate private key from key pair. you can following this article. http://blog.soft.idv.tw/?p=824
快速安裝 Amazon EC2 LAMP 環境 (EC2 Console) http://blog.wu-boy.com/2011/05/%E5%BF%AB%E9%80%9F%E5%AE%89%E8%A3%9D-amazon-ec2-lamp-%E7%92%B0%E5%A2%83-ec2-console/ 什麼是雲端服務?阿正老師教你免費玩Amazon EC2雲端主機!(上篇) http://blog.soft.idv.tw/?p=823 阿正老師教你免費玩Amazon EC2雲端主機(下篇):主機實戰篇 http://blog.soft.idv.tw/?p=824 Create a Security Group http://support.rightscale.com/03-Tutorials/02-AWS/02-Website_Edition/2._Deployment_Setup/1._Create_a_Security_Group How to Connect to Amazon AWS EC2 Server from Windows Desktop. http://techgurulive.com/2011/03/07/how-to-connect-to-amazon-aws-ec2-server-from-windows-desktop/
In your xcode proj. You can see a other sources group. there is a xxx_Prefix.PCH. In this *.PCH, If you write the cpp code, you should add #if defined __cplusplus #include "MUtils.h" #endif Then the precompiler header function would be worked. Reference: http://www.facebook.com/note.php?note_id=220473491312585 http://forum.soft32.com/mac/Xcode-precompiled-header-files-problem-ftopict47632.html
Vector3D.h template(class Type) class cMVector3D { public: Type x; Type y; Type z; public: //-------------------------------- // @breif: Constructor //-------------------------------- cMVector3D(): x(0), y(0), z(0) {}; //-------------------------------- // @breif: Destructor //-------------------------------- ~cMVector3D() {}; }; main.mm --- if your program is objective c hybrid with c++, you need to rename your file ext. from *.m to *.mm. #import "MVector3D.h" int main(int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; cMVector3D(float) testV; ~~~template success ...
Apple provides different implementations of OpenGL ES for different hardware platforms. http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html#//apple_ref/doc/uid/TP40008793-CH106-SW1 PowerVR Series5 Graphics http://www.imgtec.com/powervr/insider/docs/PowerVR%20Series5%20Graphics.SGX%20architecture%20guide%20for%20developers.1.0.8.External.pdf
Fractal Lab is a WebGL based web application for rendering 2D and 3D fractal in real-time http://www.creativeapplications.net/webapp/fractal-lab-webapp/
Chrome web store let you can publish your app and charge it. Overview: http://code.google.com/intl/zh-TW/chrome/webstore/docs/index.html#charging Build option: http://code.google.com/intl/zh-TW/chrome/webstore/articles/launching.html HTML5 - HTML5, CSS, JavaScript Native Client - C/C++ code in the sandbox, with Native Client SDK Adobe Flash - depend on flash plug-in A mix - mix these technologies The first web app: Make a manifest.json write --- { "name": "Ellison's WebApp", "description": "First App on the chrome web.", "version": "1.0", "app": { "urls": [ "http://coderellison.blogspot.com/" ], "launch": { "web_url": "http://coderellison.blogspot.com/" } }, "icons": { "128": "logo.png" } } Prepare a ic...