Apr
17
2011
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From ashes…

Phew, it sure is dusty over here.
I haven’t updated this blog for almost 2 years now. Plus, it was broken for quite some time (an .htaccess error which is resolved now).
So, I’m more or less resurrecting this blog.

Though, I’m not sure if I’ll keep it under its current shape (old wordpress, spammed by ad bots and such) or if I move it somewhere else.
A cloud-based approach on Google App Engine seems very interesting in fact.
I’ll give more information one it’s been decided, but I plan to keep the blog as it is as a reference for historical purposes.

Written by Kurisu in: Uncategorized |
Aug
14
2009
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Twitter

I don’t have much time to update my blog lately (this whole last 6 months, at least), but I’m quite into microblogging to post links I find interesting.
You can follow me on Twitter and Identica through my nick, KageKirin.

http://www.twitter.com/kagekirin

http://www.identi.ca/kagekirin

As a member of the German Pirate Party, my tweets might sometimes be politcally motivated, but most are links regarding programming and graphics.

Written by Kurisu in: English,Life |
Apr
14
2009
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Blog problems

No updates since March, well, the blog’s edit function was broken, so one entry about git could not get published. Since it seems to be working now, I’ll edit and post it tonight.

By the way, do you know of a reliable and rather unexpensive host provider? I’d like to move away from Free.fr (but then again, I don’t want to keep my site in Germany, far too troublesome).

Written by Kurisu in: English,Life | Tags: ,
Apr
14
2009
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Job found

Since April 1st, I’m working in the engine licensing team at Crytek in Frankfurt.

Written by Kurisu in: English,Life | Tags:
Mar
02
2009
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Git got guts!

I’ll be switching my projects to git (sf has git support), and you probably should do the same.
What got me convinced was Linus Torvalds’ speech at Google about git.
Look at it here, http://www.youtube.com/watch?v=4XpnKHJAok8
and get convinced, too.

Written by Kurisu in: Code,Projects,Uncategorized | Tags: ,
Feb
18
2009
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Coding on Mac – part 2

I had the pleasure to be coding on Mac again, this time using CodeLite and Xcode. I have come to a different conclusion than last time. (more…)

Written by Kurisu in: Apple worship,English,Life,Mac |
Feb
18
2009
1

Officially looking for a new job

Starting today, I am officially looking for a new job.

Several issues at my former employer resulted in this situation. (The whole story is too private to be posted here, but there’s more to it).

So, if you’re a game studio looking for a software engineer specialised in graphics programming and opting for a career as engine programmer, have a look at my resume and contact me if you’re interested.

Btw, I’m especially looking for a job opening in Germany, near to Frankfurt (am Main) or near to Düsseldorf and its surroundings.

Looking forward to be hearing from you…

Written by Kurisu in: English,Life |
Jan
28
2009
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Documenting your code – another alchemy

Writing good documentation for your code can get nasty sometimes. You need to keep the comments in sync with your code, and obviously doing this  is going to take your (or at least your employer’s) precious time to get the product ready. Hopefully, there are some methods to write documentation while coding. (more…)

Written by Kurisu in: C++,Code,English |
Jan
26
2009
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Shader-based skinning – a research (introduction)

The introduction to my research series presents the basic idea and the issues involved, as well as the concepts that will be further researched.

(more…)

Written by Kurisu in: C++,Code,English,OpenGL,Projects |
Jan
22
2009
4

Shader-based skinning – a research (outline)

I am currently researching the methods I could use inside of a yet-to-write render engine that does model transform and skinning from one buffer to another, thus saving on execution time if the same skinned model has to be used in several render passes.

The implementation issues aside, there are 3 methods I think useful:

  • skinning in vertex shader and transform feedback
  • skinning in fragment shader through buffer reinterpretation
  • skinning in GPGPU program through OpenCL or CUDA.

This is the start of a series of posts where I am going to explain, at least on the theoritical side, the skinning method. Hopefully, you will give me feedback about what I write so the theory is correct.

Written by Kurisu in: C++,Code,English,OpenGL,Projects |

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