Learn all about this brand-new feature in Anno 117: Pax Romana| Anno Union
Learn which Celtic deities can be unlocked in Albion and what unique aspects on the topic of research and military await you there. Der Beitrag DevBlog: Albion – Celtic deities, marshland and ponies erschien zuerst auf Anno Union.| Anno Union
Introducing Albion, the second province in the north of the empire in full detail Der Beitrag DevBlog: Albion – A travel to the fringes of the Empire erschien zuerst auf Anno Union.| Anno Union
First, a note about how I’m doing this post-mortem. I’m a Marketer who arrived in the team a few weeks ago and gathered the feedback of everyone working on it. They sent me by DM to make it a bit more “anonymized” and “less influenced” by other people experience. I also added feedback from my […] The post Robothorium’s Post Mortem appeared first on Goblinz Studio.| Goblinz Studio
We're making significant progress in porting Xen to the RISC-V architecture by integrating common code, refining bit operations, and updating CI containers, with ongoing work in interrupt handling, device passthrough, and more.| XCP-ng Blog
From downstream fixes to upstream collaboration, here's where we stand with Windows PV drivers. And where we're headed next!| XCP-ng Blog
All about project management, producing, production phases and milestones| Anno Union
What needs to be done to get a wolf into Anno 117: Pax Romana? Let’s talk animation Der Beitrag DevBlog: Animating animals – models, rigs and animations erschien zuerst auf Anno Union.| Anno Union
XO Lite is an ongoing project revolving around a XAPI-based web application - just like Xen Orchestra, but it doesn't require you to host an appliance| Xen Orchestra Blog
With the launch of XOLite and the redesign of Xen Orchestra itself, UX/UI Design is getting a revisit in the XO world.| Xen Orchestra Blog
We are currently working on a new major version of our Xen Orchestra interface which is planned to be released during the year 2020. We will completely revamp our web interface as well as a lot of components as listed below.| Xen Orchestra Blog
Xen Orchestra 6 is taking shape. From a redesigned UI to deep architectural changes, this new version brings better performance, improved workflows, and modern DevOps integrations, all shaped by community feedback and real-world use cases.| Xen Orchestra Blog
[vc_row][vc_column width=”1/12″][/vc_column][vc_column width=”4/6″][vc_column_text css=””]Hey Anno Community! It’s not a secret anymore: land combat makes its return in Anno 117: Pax Romana. Naval combat doesn’t go anywhere, of course, and warfare in general is just one of many aspects of the game. Today, however, we want to put it in the focus and take a look […]| Anno Union
We're working on bringing QCOW2 support to XCP-ng as an alternative to VHD to support larger disk than 2TiB. This article dives into the technical changes involved, the challenges we faced, and what’s planned to make QCOW2 ready for production use.| XCP-ng Blog
Educate your citizens and improve your production, cities and military with new technologies.| Anno Union
ENOSUCHBLOG| blog.yossarian.net
Learn about attributes and the additional buffs buildings will give to their surroundings.| Anno Union
The Needs system gets a rework - choose, how you want to make your citizens happy!| Anno Union
Diagonal roads? In Anno? - Let us tell you how.| Anno Union
ENOSUCHBLOG| blog.yossarian.net
We are near the end of 2024 and I wanted to write up a long post about the current state of the rendering in Wicked Engine. If you are interested in graphics programming, then strap yourself in for a long read through some coarse brain dump, without going in too deep to any of the […]| Wicked Engine
Discover the latest blog on integrating Rust into Xen Project. We're building a flexible Rust-based agent for VM-Dom0 communication, showing promise in supporting various guest OS with room to grow!| XCP-ng Blog
ENOSUCHBLOG| blog.yossarian.net
by Raph Koster No game can be for everyone. And even though we want Stars Reach to have broad appeal and to bring together multiple playstyles into one world, it also can’t try to be all things to all people. These vision items and pillars and the| Stars Reach
Hello everyone, I’m back with the third chapter in our exploration of the pillars for our vision of Stars Reach. Today I’ll be talking about the ones that get much more concrete about how the game works. It’s been great to see the discussion of these pillars on the official Discord and MMO sites online! The| Stars Reach
by Raph Koster Hello everyone, I’m back to talk more about our design pillars for Stars Reach. Last time I described an MMO as a virtual place that we put games in, rather than as a game. I also promised that today I would talk about principles that animate the games – the fun! – that we| Stars Reach
Senior Writer Matt tells you about the setting of Anno 117 and how we approach creating Anno worlds.| Anno Union
Governing a province confronts you with difficult decisions. Which path will you choose for Albion?| Anno Union
ENOSUCHBLOG| blog.yossarian.net
Texture streaming is an important feature of modern 3D engines as it is can be the largest contributor to reducing loading times and memory usage, as textures are usually the largest assets. Wicked Engine just got the first implementation of such a system, and here you can read about the details of it in depth.| Wicked Engine
There are a variety of ways to send vertex data to the GPU. Since DX12 and Vulkan, we can choose to use the old-school input layouts definitions in the pipeline state, or using descriptors, which became much more flexible since the DX11-era limitations. Wicked Engine has been using descriptors with bindless manual fetching for a […]| Wicked Engine
Recently the Vulkan API received an exciting new feature, which is video decoding, utilizing the built-in fixed function video unit found in many GPUs. This allows to the writing of super fast cross-platform video applications while freeing up the CPU from expensive decoding tasks. Take a look at an example using real time video decoding […]| Wicked Engine
If you spend a long enough time in graphics development, the time will come eventually when you want to cast between different formats of a GPU resource. The problem is that information about how to do this was a bit hard to come by – until now. When is casting necessary? You will need to […]| Wicked Engine
I recently implemented animation retargeting, something that’s not frequently discussed on the internet in detail. My goal was specifically to copy animations between similar types of skeletons: humanoid to humanoid. A more complicated solution for example, that can retarget humanoid animation to a frog was not my intention. Animation basics To start with implementing something […]| Wicked Engine
This post shows a way to compute derivatives for texture filtering in compute shaders (for visibility buffer shading). I was missing a step-by-step explanation of how to do this, but after some trial and error, the following method turned out to work well. Background In compute shaders you don’t get access to the ddx() and […]| Wicked Engine
Wicked Engine used Visual Studio to compile all its shaders for a long time, but that changed around a year ago (in 2021) when custom shader compiling tools were implemented. This blog highlights the benefits of this and may provide some new ideas if you are developing graphics programs or tools. Previously First, the old […]| Wicked Engine
Lately I’ve been interested in modernizing the geometry pipeline in the rendering engine, for example reducing the vertex shaders. It’s a well known fact that geometry shaders are not making efficient use of the GPU hardware, but similar issues could apply for vertex and tessellation shaders too, just because there is a need for pushing […]| Wicked Engine
Learn more and test our first SMAPIv3 preview driver, using ZFS.| XCP-ng Blog
A technical article describing our current work on IOMMU PV for Xen.| XCP-ng Blog
A detailed description of how we made Google Docs run inside the new Flow Browser. The number of websites that work in Flow is increasing regularly.| Ekioh
Rendering a realistic 3D environment using CSS 3D transforms. Here we describe the sorting of 3D elements, and how Flow's implementation differs from other browsers.| Ekioh
The latest updates on rendering improvements in Ekioh's multithreaded Flow Browser.| Ekioh
ENOSUCHBLOG| blog.yossarian.net
ENOSUCHBLOG| blog.yossarian.net
I’m working on a new synth!| tytel.org
I got some stickers printed of the new logo! If you PayPal me $5 atmatthewtytel@gmail.com and mention thestickers and include your address I’ll send you one :D| tytel.org
I’ve done a lot of UI changes with Helm lately based off thisnew design idea called Material Design. You should go checkit out yourself, but the basic idea i...| tytel.org
I’m rebranding Twytch! First the name: Twytch was a littletoo similar to the video streaming service ‘Twitch’ and so after playing aroundwith some logos and ...| tytel.org
I’ve wanted to add a ‘unison’ feature to Twytch for a while but without asignificant performance hit. Unison works by having many oscillators per voiceso imp...| tytel.org
Whew, it’s been a while and a lot has changed! I’ve decided to makeTwytch a free and open source project releasing it under GNU. My newgoal is to make a very...| tytel.org
I’ve been noticing a strange spike in CPU usage while playingwith Twytch. When a synth voice rings out and is not producing soundanymore, it is killed and re...| tytel.org
Writing a soft synth requires a lot of optimization. As I developtwytch and the synth engine it’s built on, mopo, I’ll beposting many of the optimizations I ...| tytel.org
On the 1st day of 2015, I started development on an open source software synth, Twytch. I’ve decided to keep a devblog after seeing some of the devblog succe...| tytel.org
ENOSUCHBLOG| blog.yossarian.net
ENOSUCHBLOG| blog.yossarian.net
ENOSUCHBLOG| blog.yossarian.net
Exploring the Atomic Design System in open-source virtual infrastructure: enhancing user experiences, inclusivity, and accessibility while empowering teams.| Xen Orchestra Blog
ENOSUCHBLOG| blog.yossarian.net
Explore the inner workings of XO Lite's component-based design and how it enhances user experience in virtualization management through our in-depth blog post.| Xen Orchestra Blog
Bringing the Rust language to the Xen Project? Yes! But how? And where to start? Discover more in our first article in a future series dedicated to our journey in the Rust and Xen world!| XCP-ng Blog
Have you ever wanted to easily create and update Kubernetes clusters on top of your on-prem infrastructure? That's exactly what Pyrgos project is.| Xen Orchestra Blog
A introduction on how to create a global XCP-ng infrastructure managed by a central Xen Orchestra. In a secure manner without any 3rd party network tool.| Xen Orchestra Blog