Archive for the ‘Uncategorized’ Category

Vertex Buffer Objects on the iPhone

Friday, March 19th, 2010

I’m currently building an iPhone app in which I enable the user to manipulate the vertices of an OpenGL mesh. The first implementation simply pushed an interleaved vertex data array (containing vertices and texture coordinates) to the GPU every view update.

I had read several times on the web that vertex buffer objects (VBOs), in spite of being recommended by Apple, don’t yield any performance gains over the more direct approach. Therefore I opted for not using them.

That is, until I started looking into squeezing more performance out of the app. I was seeing satisfactory framerates on my iPhone 3GS, but I wasn’t entirely happy with the performance on the iPhone 3G. So I thought I’d try those fabled VBOs. My expectations were somewhat low since most of what I’ve read on the intertubes seemed to indicate little to no difference.

Good news and bad.

VBOs gave me a significant performance boost on the iPhone 3GS. But alas, no discernible difference on the iPhone 3G, where I needed it the most. Likely there’s no proper hardware support for VBOs on the 3G. However, using VBOs in your code will still work on this phone, but with no performance gain.

So in conclusion, VBOs are totally your best friend, except when they’re just some random guy who’s generally pretty friendly but sometimes says inappropriate things at parties and don’t know when it’s time to leave. Yes.

Oh well.

Deep Blue Sea 2

Thursday, January 28th, 2010


My good friend Brian Meidell has launched the website for his upcoming game “Deep Blue Sea 2″. He’s a very clever and talented guy, so you probably should check it out.

Dabblings in Flash

Thursday, December 17th, 2009

Get Adobe Flash player

While on paternity leave I decided to have a look at ActionScript 3.0. It has to be said that I’m uncertain of the long-term feasibility of Flash for various reasons (“oh hi, js+html5″), but I thought it’d be fun nonetheless.

I don’t have Flash Pro, so I downloaded the free Flex SDK which worked ok once I figured out the build process (ie. creating a build.xml). Above is my (on-going) messing around with said SDK. It’s placing black cubes (wow!) on the vertices of a generated icosahedron, (subdivided once for more points). You can rotate the whole thing by moving the mouse away from the center.

Gumowski-Mira attractor

Tuesday, July 7th, 2009

Oh, dear. Another attractor. I’m pretty sure the dread lord Cthulhu lives inside the Gumowski-Mira transform. Play around with it for a while and I’m sure you’ll agree. Sometimes it takes quite a number of iterations before enough points have accumulated to manifest anything interesting, so be patient.

Click image to start the applet

Click image to start the applet