Category Archives: Development blog

Run your own Basic4GL code on Android

I’m very excited to announce the first Basic4GL Mobile release which you can actually run your own Basic4GL code. Please keep in mind this is a very early development release. Don’t be surprised if a lot of BASIC commands haven’t been … Continue reading

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Basic4GL on Android – Text output

More progress:   This is now a fully native Android application, using OpenGL ES 2 for the display. I’ve ported the OpenGL text grid and re-implemented the corresponding BASIC text functions (print, locate, cls, color etc). I can now run simple … Continue reading

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SVOs and back-face culling

Consider a green forest canopy over a brown dirt forest floor. The voxelisation process will convert it to a sheet of brown voxels, with a sheet of green voxels over the top. As it calculates the down-sampled versions for the higher … Continue reading

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Colour compression results

Here’s the result of the modified DXT1 colour compression experiment: The left side is standard DXT1 texture compression. The right side is the modified version, which involves shortening the reference colours to 15-bits and using the 2 spare bits as an “exponent”. The … Continue reading

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Colour compression

What happens when you change your colour compression logic without updating the decompression code…

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Floating point DXT1 texture compression (sort of)

DXT1 texture compression Take a look at this: The colours in the shadowed parts look horrible. This is because the colour data is compressed with DXT1 texture compression, which stores a block of 16 texels in 64 bits as two 16-bit reference colours … Continue reading

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Voxelising polygon models by rendering slices

Background I’ve had some success with combining voxel ray-casting and traditional polygon rendering in the same engine. A sparse voxel octree works very well for medium to far (to very far) content due to the built-in general-purpose level of detail … Continue reading

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