Hi everybody! こんにちは!
This is now my own personal web page with my own integrated blog. I’m presenting all my own projects and other hopefully useful stuff here, be sure to look around!
It’s been a long time since I posted something about me… now a “full” overview of my situation :) Continue reading
I’m back, back from the jaws of school!
I finished school now and I’m really happy about it. I got my graduation and will study Computer Science hopefully at the University of Heidelberg soon.
This little blog entry (the last one is nearly a half-year ago) deals with the current situation of my blog and my current projects, especially my Pear3DEngine. Continue reading
Shaders 101: Normals (Photo credit: Tiemen Rapati)
Yesterday (6th August 2012) the Khronos Group announced the new OpenGL 4.3 specification.
I was really surprised and happy. A new OpenGL! I’m really a OpenGL fan and doesn’t really like DirectX, but that doesn’t matter.
Finally, there is something to see. Okay, not very pretty. But that’s just the beginning.
Pear3DEngine is a modern and modular 3D development framework that lets you create professional games, simulations and more. You are free to develop your program in C++, XML or LUA and publish it as open source software or selling it as a commercial program. The rendering engine uses internally OpenGL or DirectX optionally. The planned editor supports software development on Linux, Windows and maybe MacOS X. DirectX 9 and Windows XP are not supported and support is not planned in the future. One goal of the Pear3DEngine Framework is to use the latest and most promising algorithms and techniques from the 3D and IT scene.
This is the description of the engine that you can find on SourceForge. But why a new engine? Are there not enough in the world?
Of course, the engine is open source. But is this a right to exist? Continue reading