Matias


OgreMeshy 1.6 released!

It has caught my attention that Ogre Meshy was unable to load 1.10 meshes. It was time for a maintenance release. As a bonus, I ported the tool to wxWidgets 3.0 and compatibility with Ubuntu 14.04 was improved. RTSS support was a community addition. It doesn’t seem to be working […]


Direct3D11 vs OpenGL4.4 in 2015, an experience review

In Ogre 2.1 we’ve modernized the whole engine. We started by adopting OpenGL 4.4 as our main API, and then we adopted D3D11 as well. It’s been an enlightening experience. From a performance point of view there is no definitive answer “OpenGL is always faster” or “D3D11 is always faster”, because the […]


On VATMOSS

Note: This post is made from a non-EU provider perspective. However many points raised concern both EU and non-EU sellers. Disclaimer: This post tries to cover the subject as generically and objetively as possible. Take in mind that every Country in the world has its own Laws and your situation […]


The Sorted Vector pattern Part II

This is a continuation of Part I In Part I, we learned about the Sorted Vector as a replacement for map where iteration, lookups and memory overhead per element matter, while we cared little about insertions and removals. However the examples were rather simple: Keys are strings or integers. What […]