Showing posts from November, 2011

Adobe AIR on mobile platform

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

id Software releases Doom 3 source code source code: Doom 3: BFG Edition source code: code review:

Visual authoring of HTML5 user interfaces - in the browser!

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.

shadow map self shadowing artifact

Detection Mobile device browser: User Agent Sniffing Use javaScript detect the keywords of User Agent Sniffing

Quake 3 porting on Andorid

This is a port of Quake3 to Android.