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0

vcpkg: A good C++ package manger

Posted on January 4, 2023 by xphere

Every time I need to add a library on my code I struggle on configurations, dependencies, incompatibilities and more… And this problem becomes even more complex, when you try to build something with lots of libraries. For instance, in the… Continue Reading →

code code
0

Abstract file management with PhysicsFS

Posted on December 27, 2022 by xphere

As many games do, I would like to pack the assets of the demos in a ZIP file, instead of having thousands of files (scripts, models, images, etc…), which gives an impression of an unpolished product. After looking on several… Continue Reading →

code code
0

WIP: Death of the Death Rebuilt

Posted on December 22, 2022 by xphere

WIP of the new version from the old demo “Death of the Death”.

code, demoscene code, demoscene
0

Mipmapping: effects of not having it and OpenGL implementation

Posted on June 17, 2020 by xphere

Today I want to share the reason you should implement mipmapping in your engine/renderer. The definition of mipmapping is basically a set of pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same… Continue Reading →

code code, opengl
9

Bones animation with OpenGL, ASSIMP and GLM

Posted on May 28, 2019 by xphere

Probably you have started a 3d engine, based in some tutorials like the one in learnopengl.org, they are really great! I did it! 🙂 As you know, normally the engine goes bigger and bigger (and better), and you trend to… Continue Reading →

code, demoscene animation, assimp, bones, code, demoscene, opengl, skin
0

Continuous Testing! featuring Jenkins+ALM+UFT!

Posted on February 10, 2017 by xphere

Hi all!! I will skip unnecessary talks about Continuous integration, because there are thousands of pages that explain this things much better than me, so, if you need information about what is continuous integration or continuous testing, please follow the… Continue Reading →

testing jenkins, testing
0

C64pi project done!!

Posted on September 18, 2016 by xphere

C64pi project has been finished!! Commodore 64 + Raspberry pi + Retropie An image is better than an article 🙂

C64, fun arcade, c64, fun, raspberrypi
0

New lakka.tv release for Banana Pi!

Posted on January 26, 2015 by xphere

A new lakka.tv nighty build has been released for Banana Pi, a few changes have been implemented, but i think they’re quite important: The nighty builds are available here: http://sources.lakka.tv/nightly/Bananapi.arm/ Have fun!! 🙂

bananapi arcade, fun
0

New project… lakka.tv with Banana PI!

Posted on December 15, 2014 by xphere

Hi all!! I have recently bought a BananaPi (a chinese-clone of the Raspberry Pi, with some nice hardware upgrades [dual core, 1Gb RAM, fast ethernet, etc.]), and I am trying to convert it to a retro-console, using lakka.tv!!! With a… Continue Reading →

bananapi, code arcade, fun
1

Scene Awards discontinued!

Posted on February 6, 2013 by xphere

Today is a sad day… http://www.scene.org/discussnews.php?item=418

demoscene demoscene

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