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Topics - JeGX

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Linux Mint 18, codenamed Sarah, is based on Ubuntu 16.0.4 and is a long term support (LTS) until 2021. Beta versions (Cinnamon + MATE) are available from this link:

More information about these beta versions:
- Linux Mint 18 “Sarah” MATE – BETA Release
- Linux Mint 18 “Sarah” Cinnamon – BETA Release

Microsoft has created its own FreeBSD image. Repeat. Microsoft has created its own FreeBSD image

Microsoft has created its own version of FreeBSD 10.3 to make it available and supported in Azure.

Redmond is not keeping its work on FreeBSD to itself: Anderson says “the majority of the investments we make at the kernel level to enable network and storage performance were up-streamed into the FreeBSD 10.3 release, so anyone who downloads a FreeBSD 10.3 image from the FreeBSD Foundation will get those investments from Microsoft built in to the OS.”


3D-Tech News Around The Web / C/C++ pointers abuse
« on: June 08, 2016, 06:49:04 PM »
For those who have a hard time in understanding C/C++ pointers...

By the way, it's well-known hack to abuse pointers a little called tagged pointers. In short, if all your pointers points to blocks of memory with size of, let's say, 16 bytes (or it is always aligned on 16-byte boundary), 4 lowest bits of pointer is always zero bits and this space can be used somehow. It's very popular in LISP compilers and interpreters.

- part 1 - C/C++ pointers: yet another short example
- part 2 - C/C++ pointers: yet another abuse
- part 3 - C/C++ pointers: pointers abuse in Windows kernel

It's 2016 and we're still stuck with various shading languages - the current contenders being HLSL for Direct3D, and GLSL for OpenGL and as the "default" frontend language to generate SPIR-V for Vulkan. SPIR-V may become eventually the IL of choice for everything, but that'll take a while, so right now, you need to convert HLSL to GLSL or vice versa if you want to target both APIs.

I won't dig into the various cross-compilers today - that's a huge topic - and focus on the language similarities instead. Did you ever ask yourself how your SV_Position input is called in GLSL? Then this post is for you!


Another article that can be useful: How to Compute the Position and Normal in the Vertex Shader in OpenGL (GLSL) and Direct3D (HLSL)


As Reset development heads into the home stretch (September/October target for release) and Alpo continues working on gameplay and content, I’ve been adding missing features, fixing bugs and optimizing. One of the major remaining things was to complete the atmosphere technology. We’ve felt from the start that the world outside the gameplay area is also important for immersion. We want the player to feel like they’re on a planet and not just on an island.

- Youtube:
- Blog post:

This is chapter XIII(b) from “beta” Volume 2 of the upcoming book “Development&Deployment of Multiplayer Online Games”, which is currently being beta-tested.

There are quite a few common wisdoms when it comes to C++ and games. As it always the case when facing a bunch of common wisdoms, some of them have their merits, some are obsolete-beyond-belief, and some are just taken from a very different context and are not really applicable. Let’s take a look at the most popular ones.


x64dbg is a x64/x32 debugger that is currently in active development.

The debugger (currently) has three parts:
- Bridge

DBG is the debugging part of the debugger. It handles debugging (using TitanEngine) and will provide data for the GUI.

GUI is the graphical part of the debugger. It is built on top of Qt and it provides the user interaction.

Bridge is the communication library for the DBG and GUI part (and maybe in the future more parts). The bridge can be used to work on new features, without having to update the code of the other parts.

    Intuitive and familiar, yet new user interface
    C-like expression parser
    Full-featured debugging of DLL and EXE files (TitanEngine)
    IDA-like sidebar with jump arrows
    IDA-like instruction token highlighter (highlight registers etc.)
    Memory map
    Symbol view
    Thread view
    Content-sensitive register view
    Fully customizable color scheme
    Dynamically recognize modules and strings
    Import reconstructor integrated (Scylla)
    Fast disassembler (capstone)
    User database (JSON) for comments, labels, bookmarks etc.
    Plugin support with growing API
    Extendable, debuggable scripting language for automation
    Multi-datatype memory dump
    Basic debug symbol (PDB) support
    Dynamic stack view
    Built-in assembler (XEDParse)
    View your patches and save them to disk
    Built-in hex editor
    Find patterns in memory


The M/o/Vfuscator (short 'o', sounds like "mobfuscator") compiles programs into "mov" instructions, and only "mov" instructions. Arithmetic, comparisons, jumps, function calls, and everything else a program needs are all performed through mov operations; there is no self-modifying code, no transport-triggered calculation, and no other form of non-mov cheating.


The SUBfuscator post-processor - translates M/o/Vfuscated C into only sub instructions:

GeeXLab - english forum / kx framework for OpenGL and Vulkan demos
« on: June 04, 2016, 06:10:46 PM »
kx is a new Lua framework for GeeXLab that provides useful functions for your OpenGL / Vulkan demos. In this first version, the main functionality is to display statistics (framerate, frame time, GPU load, etc.)

The latest code sample pack contains demos that have been updated with this framework (see the code sample pack changelog for more info).

An empty demo with the kx framework:

Here is an article that explains how to use the gh_font module to load True Type Fonts and display 2D texts:

GeeXLab - english forum / GeeXLab 0.12.1 released
« on: June 04, 2016, 04:24:16 PM »
A new version of GeeXLab has been released for Windows platforms (32 and 64-bit).

More information:


AnyPixel.js is an open source software and hardware library created here at Google, making it possible to use the web to create big, unusual, interactive displays out of all kinds of things. Anyone can take the code and the schematics to create their own display at any scale or level of expertise.

- Homepage:
- Github:
- Youtube:

3D-Tech News Around The Web / ASUS ROG Avalon: Modular Gaming PC
« on: May 31, 2016, 08:08:34 PM »
ASUS has unveiled at Computex 2016 its concept of modular and nearly cable-free gaming PC: Avalon

- ROG Avalon concept gives a glimpse into the future of cable-free PCs

-Asus shows off spectacularly modular gaming PC

3D-Tech News Around The Web / Quake 2 Realtime GPU Pathtracer
« on: May 31, 2016, 01:18:33 PM »
This is a from-scratch GPU-based pathtracer created specifically for Quake 2. It has several optimisations which are only viable due to the typical characteristics of Quake 2 such as support for parallogram-shaped lightsources, BSP ray traversal, and special handling of sky 'surfaces' (portals). It doesn't officially have a name, but you can call it Raylgun.


3D-Tech News Around The Web / Tor Browser 6.0 released
« on: May 31, 2016, 01:12:18 PM »
The Tor software protects you by bouncing your communications around a distributed network of relays run by volunteers all around the world: it prevents somebody watching your Internet connection from learning what sites you visit, it prevents the sites you visit from learning your physical location, and it lets you access sites which are blocked.

The Tor Browser lets you use Tor on Windows, Mac OS X, or Linux without needing to install any software. It can run off a USB flash drive, comes with a pre-configured web browser to protect your anonymity, and is self-contained (portable).

Complete story:


GeeXLab - english forum / GeeXLab 0.12.0 released
« on: May 31, 2016, 12:42:30 PM »
GeeXLab has been released for Windows 32 and 64-bit.

Complete story:


Here are some specifications/speculations from wccftech about the real Pascal GPU for gamers:

- GeForce GTX 1080 Ti
- GPU: GP102
- cores: 3840 (60SMs)
- memory size: 16GB of GDDR5X
- TDP: 250W


GeeXLab - english forum / Shadertoy demos in Vulkan
« on: May 25, 2016, 05:07:16 PM »
For testing how Vulkan plugin works (especially the GLSL to SPIRV converter tool) with more complex shaders, I ported this shadertoy demo to GeeXLab / Vulkan.

No particular surprise, everything worked as expected.

This demo will be available in the next update of the code sample pack.

According to this comparative table, the upcoming GTX 1070 with its 1920 CUDA cores is faster (ok by a very small margin) than the GTX Titan X that packs 3072 CUDA cores.


Rok Erjavec, Technical Director at Crytek, in an interview with DSOGaming:

Q: DSOGaming: Does CRYENGINE support Vulkan and have you experimented with it? If you had to choose one, would you go with DX12 or Vulkan?

A: Rok Erjavec: The current trajectory of Vulkan provides a path to reach PC users across all the widely used OS platforms, including legacy Windows versions, as well as mobile devices, so if I was shipping a title in 2017 or beyond, Vulkan looks like an appealing choice.

Full interview:

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