One of the pains of using C++ is how to manage dependencies. The common approach is to manually manage dependencies by either downloading and installing a prebuilt library or compiling it from the source code. While this may seem like the right thing to do, there actually are a lot of pitfalls using this approach: It is cumbersome compile you project on new machines and it is hard to manage libraries shared by multiple local projects. Package managers (like Homebrew and apt-get) and build managers (like CMake) does make things easier, but often still requires some ‘fiddling’ to make things work. I’ll here show how the dependency manager Biicode can be used to solve this problem for a simple SDL2 project. As IDE I use JetBrain’s new CLion.
Getting started with SDL2 using Biicode and CLion
PolyPlane and the Kick engine
At this years (Autumn) Exile Jam I ended up creating a small game(like) thing called PolyPlane. Here is a few details of the implementation. Read More…
Posted in C++, Game development, WebGL | Tags: C++11, Emscripten, GLSL, Kick
WebGL introduction for OpenGL C/C++ programmers
Most of the WebGL tutorials is targeting JavaScript developers, where the main focus is to explain structure of the graphics API. I have created an alternative introduction to WebGL for people already familiar with the graphics API. Read More…
Posted in OpenGL, WebGL | Tags: JavaScript, Tutorial
Impressions from Siggraph Asia – Hong Kong 2013
Finally attended my first Siggraph conference – something that I have been wanted to do since I rendered my first triangle. Here are the highlights of my trip – note that I very likely have missed a lot interesting sessions (they were often located in the same time slot). Read More…
Posted in Game development, OpenGL | Tags: Siggraph
Creating a desktop plugin for Unity 4 using Xcode 5
In this blog-post I’ll describe how to compile the RenderPluginExample for Unity 4 using XCode 5. The RenderPluginExample is described in “Low-level Native Plugin Interface” document in the Unity Documentation [Link]. Read More…
Posted in Unity