Wednesday, October 21, 2009

moving geocities...

Bubble chambers: charges in magnetic field

Evey: - Are you like a crazy person?
I'm quite sure they will say so. (giggles)

Voila! In View, a humble Vaudevillian Veteran
cast Vicariously as both Victim and Villain
by the Vicissitudes of fate.

This Visage, no mere Veneer of Vanity
is a Vestige of the Vox populi
now Vacant, Vanished.

However, this Valorous Visitation
of a bygone Vexation stands Vivified
and has Vowed to Vanquish these Venal
and Virulent Vermin Vanguarding Vice
and Vouchsafing the Violently Vicious
and Voracious Violation of Volition.

The only Verdict is


a Vendetta

held as a Votive not in Vain

for the Value and Veracity of such
shall one day
Vindicate the Vigilant and the Virtuous.

Verily, this Vichyssoise of Verbiage Veers most Verbose.


 - Can you prove any of this?

Why do you think I'm still alive?

Before the radioactive driver...
How did it all happen?

September 30, 2008

Common bugs
in Havok, PhysX, Bullet, ODE, Ogre, Newton.. SOLVED
Bug 1.) Few subSteps: "Moon gravity effects"
bUg 2.) A lot of subSteps: "Spiraling to death"
buG 3.) Interpolation VS. Temporal Distribution

Common mistakes and bugs
related to fixedTimeStepping - UNCOVERED:
a) Design-Time Planning and Recognition of Min. Sys. Requirements
b) "Scaling the World" and Hidden Effects of fixedTimeStepping
c) Jitter, Choppiness and Slowdowns: Unstable Physics & Smooth Animation

Common pitfalls
for any kind of simulation, say - MOLECULAR DYNAMICS
-"An Iterative Variable time-step Algorithm for Molecular Dynamics Simulations"
-"Error and timing analysis
of multiple time-step integration methods for molecular dynamics"
-"Molecular dynamics simulations,
using multiple time-step integration, hampered by resonance instabilities"

Allegory Novella, Tech. Paper
& Chronicles of an Algorithm discovery:

Three bugs with one stone.. allegory continues
Quick Algotirthm Overview:

...where you Make & Play games
What's this?
GNU/Linux based Operating System, it comes with several preconfigured OpenGL (ES) development toolkits. Everything from OpenGL ES 1.0, Red Book and basic tutorials to OpenGL 2.0, GLSL and Cg shaders in over 300 demos and examples.
...all is set-up and ready to go, so all examples and demos will compile on one simple command: make
Thanks to authors for sharing the source code:, NeHe, Frustum, codesampler, RedBook, OrangeBook, clockworkcoders, Encelo's, lighthouse3d...'s about fun, games and anything 3D

* nVIDIA & ATI drivers included, all other GPUs supported via VESA

How to use?
This is a Live CD system, nothing to setup or configure, no need for installation, it runs completely from RAM - minimum 256mb @ PC or x86 Macintosh
1.) download *.iso
2.) burn CD
3.) restart
4.) have fun...

myOSX11-GL v(0.98)
69.3mb - Live CD x11-gl98.iso 2008-05-29, arch= x86
Minimal desktop system with Xorg and Xgl+Compiz servers, in addition there is *Video editing, compositing, 3D modeling, animation, image and sound editor - Blender, *Raster graphic editor - GNU Image Manipulation Program - Gimp, *Web browser with Flash plug-in and js dictionary- Opera...
...if you plan on trying out Add-Ons copy them to *.iso and then burn everything together on a single CD, so you dont have to access disk or internet later on
*) 28mb - Devel.AddOn (130 demos + 100 GLSL examples)
C/C++ libs and tools, OpenGL 2.0, OpenGL ES 1.0, X11/XGL, SDL, FreeGLUT, MESA, OpenAL, GLEW, GLee, GLSL, nVIDIA Cg... *** This is essential, you need this to compile the rest of Add-Ons. It is also all you need to compile Linux kernel, drivers or install new software
*) 12mb - Trolltech.AddOn (4 demos + WebKit QtBrowser)
Trolltech Qt-X11 OpenGL/OpenGL ES SDK, QDevelop IDE, QShaderEdit *** Embedded, Mobile, Desktop, Cross-platform: Mac OS X, Windows XP/Vista, Windows CE, Linux... KDE, Google™ Earth, Skype® and Adobe Photoshop® Elements are based on Trolltech's Qtopia toolkit
*) 21mb - PowerVR.AddOn (40 demos + Tutorial)
PowerVR OpenGL ES 1.1 & OpenGL ES 2.0 SDK *** TI OMAP, Marvell 2700G, Freescale i.MX31... @ iPhone, Symbian, Linux, Windows Mobile, Smartphone, PocketPC *** Quake III on PowerVR
*) 02mb - Scitech.AddOn (45 demos + OpenGL RedBook)
Scitech SNAP/MGL, FRAMEBUFFER OpenGL SDK *** myOSX-less is built around Scitech MGL OpenGL drivers. SNAP/MGL is also available for DOS, Windows, Windows CE, OS/2... SciTech SNAP supports both x86 and PowerPC..
*) 31mb - Games.AddOn
- Elite + source code
+ source code
+ source code
- ePSXe - Playstation emulator, Gens - Sega Genesis, Sega 32X emulator, Flash movies and games (XiaoXiao), Experimental integration - Flash MP3 & FLV player
To intsall Add-On simply run it in shell:
>sh [Name].AddOn
Side note...
SDKs in these Add-Ons are
NOT COMPLETE, non-OpenGL stuff mostly excluded
Side note 2...
This is stripped down
Mandriva 2008 Linux. Fedora RPMs and Deibian DEB packages should work too -
Mandriva 2008 RPMs
Side note 3...
There is lot more stuff supported that either is not relevant to OpenGL or not tested, but in most cases should work just fine:
Sound, Network, USB, Macintosh mice & keyboard, Firewire, SD Card..
gameBoXMOBILE - armv5tejl GNU/Linux

OpenGL "Mech" demo with TinyGL -
Interestingly, both QEMU and TinyGL are works of the same guy, cheers! Fabrice Bellard's Project Page
Mission Briefing...
1.) compatibility with Google Android hardware, whatever will that be
[DONE] development environment for x11-GL able to produce OpenGL ES binaries hopefully fully 3D accelerated once installed on a target platform with GLES GPU, for now software OpenGL with Mesa and TinyGL
nice user interface, something like -
Mobile phone interface

myOSSDL-GL [x-less2, arch=x86+arm+ppc]

TinySDGL port (source code + x86 & ARM Linux binaries)
- x86 binaries should work on any Linux PC with or without X11
- arm binaries should be compatible with Linux mobile device
Emulators & Virtual Machines...

Google Android, actually QEMU running some generic ARM (goldfish) emulation where Android runs its Linux-Java thingy. Wiki says this already runs on some real ARM929, ARM11 hardware too: TI OMAP, PXA270, Freescale i.MX31...

PowerVR OpenGL ES demos (PC emulation)

Metal Gear Solid on ePSXe - Playstation emulator

Eh, and whats this... Metal Gear Solid goes MOBILE!

Mini vMac running MacOS 6 - Flight Simulator, Photoshop, QuarkXpress

BasiliskII running MacOS 8 - A-10 Cuba, Alone in the Dark, Out of this World

SheepShaver running MacOS 9

PearPC running Mac OS X

x11-GL in VMware running Xgl/Compiz on VESA drivers [myos.vmx]
77.4mb - Live CD mygl91lt.iso 2008-05-10, arch= x86
27mb - Devel.tar.bz2 v0.91
14mb -
Trolltech.tar.bz2 v0.91
21mb - PowerVR.tar.bz2
02mb - Scitech.tar.bz2
31mb -
75.8mb - Live CD mygl87lt.iso 2008-05-05, arch= x86
10mb - Devel.tar.bz2 v0.87
12mb -
Trolltech.tar.bz2 v0.87
21mb - PowerVR.tar.bz2
02mb - Scitech.tar.bz2
31mb -
75.7mb - Live CD mygl83lt.iso 2008-05-01, arch= x86 (Compiz desktop)
55.2mb -
ARCHIVED-83.tar.bz2 (Devel, Scitech, Trolltech, Games)
* * *

Polar Elephant Studios
Linux based OpenGL development system without X

- Live CD
myOS-1_0_3.iso - 2007-03-24, arch= x86
initramfs UPDATE:
21.7mb - Live CD
myOS-1_1_9.iso - 2008-03-12, arch = x86
This is initramfs build, so even tho its 10mb bigger it fits in less, only 64mb RAM disk. Extra 10mb are to feature WebKit based demo web browser from Trolltech's Qtopia Core, to compile Scitech SNAP/MGL projects just type: dmake
How to use?
Download iso, burn to CD, restart computer...
What computer?
  • Old build should work on almost all x86 based PCs, the oldest machine I've tried this on was AMD-K6, 266MHz, 128Mb, S3 Virge video card, with glgears running @ 10FPS... It will also run on some x86 based Apple Macintosh computers
  • New build has additional support for Mac specific hardware, uses initramfs and is further trimmed so it fits in only 64mb RAM;
  • PowerPC build for 'New World" Mac, G3 and up is in working stage but performs poorly compared to Mac OS 9 so there is no point of putting Linux there, or is there? [project abandoned, problems: graphic drivers, boot procedure, HD installation]
Why, what for?
  • It's about an idea - Linux can be simple, the whole development environment can be simple and free of additional configuration, installation or any other kind of hardware or software setup
  • Development system, platform independent, allowing for the whole application or game to be distributed on a Live CD or Live USB with complete OS included
  • Embedded Linux - mobile phones, PDAs, media players, public computers, ATMs, avionics, handheld consoles and other systems or terminals that need to run independently or safely without 'Hard Drive' or entirely from ROM chip
  • Base to build graphical windowing system on top of OpenGL
  • Personal mini-Linux on USB key-chain, rescue Linux, Secure information storage/processing mini-system
  • Simple, handy tool to teach, learn, use or just demonstrate C/OpenGL & Linux capabilities
"OpenGL without X" as well as Plug & Play side of it, is all thanks to GPL release of these fantastic drivers - SciTech. There you can find full source code and lot more OpenGL and other demos including game DOOM.

NDN windows in action - 'Welcome' splash screen
Minimalistic GNU/Linux system, stripped down of everything but core necessary files to compile and run OpenGL/C code. It has simplified directory structure and cleaned up internal cross referencing. Programs compiled in myOS will run on any Linux with or without X. (GPUs).
Copy of the OpenGL Red Book is included together with 45 examples from the book. Examples are organized by chapters, each in separate folder, ready to compile, run and play with. Source code is modified to use Scitech drivers and is very similar to GLUT version in the Red Book. This little collection is really all one needs to learn OpenGL. In fact the whole system, being very simple to use or analyze and understand, can be a tool to teach Linux basics and C/OpenGL programming.
With SciTech SNAP/MGL drivers (based on Mesa) it was possible to run OpenGL without X. Stripped down and modified GNU gcc compiler, mixed with diet libc includes and selected shared files seem to be able to compile all relevant libraries and produce stable and relatively small code. Beside Necromancer's windows manager and OpenGL developing tools this is pretty much your average 'Linux' thanks to BusyBox.
Size can be reduced even more, see this for inspiration:
Size Is eveRYtHiNg
A Whirlwind Tutorial on Creating
Really Teensy ELF Executables for Linux

[need separate page..]
- more demos, games (see win section below)
- Kdrive-based server for X11 applications: Blender, FireFox...
- recompiled kernel: network, internet, usb keyboard...
- anything else?
r0.5 [DONE]
- support for other architectures: ARM, PowerPC...
- more kernel drivers: LCD/touchpanel, wi-fi, bluetooth, SDcard..
- more network support for Computer-Cluster operation
- additional 3D content creation and rendering software...
? myOS-Qt [DONE]
- rebuild myOS base on Trolltech Qtopia and see what happens?

will mOS fit in there?

OpenGL in Windows
whats Linux anyway?
Shadows, shadows, shadows...
Chief Wiggum:
"They only come out in the night. Or in this case... the day."
goal 1: 100% COMPLETE
Test/compare Real-Time multiple Light/Shadow algorithms, now using ARB depth/shadow texture, ARB multitexture & Frame Buffer Objects extensions...
goal 2: %80, (test stage COMPLETE)
Linux (myOS) conversion, (no accelerated texture read),
* game colection to be included in myOS X-less r0.4 including Star Trek Classic - text/console & OpenGL based conversion...
[NOTE, never did Star Trek OpenGL conversion, instead coded Elite remake]
* Metal Gear Solid like 1st stage demo, FPS > 120, without texturing - conclusion: APPLICABLE
goal 3: 40%, basic implementation (Linux - myOS, C only)
* Stage editor, camera scripting, dialog/text balloons, AI
key concern: %100 SOLVED
speed, simplicity in introducing additional dynamic and/or static lights to scene dynamically without need to calculate/compare geometry data with new glFog based algorithm, where fade-out trick effectively culs off light frustum and in return allows for seamless integration of lights, independant of position and orientation, also makes room for additional image-space effects and object ID sorting in alpha channel or transparent body/colored glass shadows - all in one pass.
project status: 70% of test stage - COMPLETE
[incorporate fog-fadeout in distance with polygon alpha ID] [need edit]
stage3 + Fix for ATI (source + binary)
New 3D Engine-stage 3 (binary), 20/Dec/06
this should run smoothly
on Radeon 9600 / nVIDIA FX5200 or better

be sure to have latest drivers

Quick hack controls: W, S, A, D
Implemented Vertex Buffer Objects - Vertex Arrays, turns out display list outperforms VBOs, but not much, so it looks like a nice generic solution to hold static and dynamic background. Controls: W, S, A, D to move around, hold right Mous and drag up/down to zoom camera in/out, CTRL+Mous to pan, SPACE to cycle light views, left Mous to fire and ESC to exit. [need edit]
New 3D Engine-stage 2 (source + binary), 15/Dec/06
Multiple lights, spot, directional, fade-out in distance, per-pixel illumination, no shaders! Frame Buffer Objects, ARB multitexture and ARB depth (shadow) texture extension, motion blur and other post-render image effects come for free as all is rendered to textures anyway.... FBO doesnt need depth renderbuffer as long as it have attached texture with depth component, this is surprisingly faster even with GL_FALSE read, write to color, so rendering to both depth and RGB(A) textures over FBO is faster than just rendering to depth texture, and since is faster to render all at once its cheap to combine other effects with shadow texture, like fog for light/shadows intensity fade-out, spotlight circles, projected transparent colored surfaces and so on...[need edit]
New 3D Engine (binary.. where the hell is the source), 3/Dec/06
Support for MD2 animated meshes, basic light&shadow
The following demos were developed for 3dfx Voodoo graphic card using MESA OpenGL drivers and Borland C/C++, source code is lost, but luckily they still work(more or less) on todays hardware...

Design, modeling, animation,
textures, coding, sound and image editing by me

Zarch *** TURN ON 'Wait for vertical refresh' in Win. settings***
Zarch remake features particles, auto-guided missiles, shadow casting, physics, AI, destructible terrain, water effects, music and sound effects.
2Frames & Skelet
2Frames features interpolated key-frame animation, buffer to texture and texture to buffer effects like shadows and motion blur effect.
Skelet features reflection, shadows and blending light, particle and accumulation buffer effects.
Black Jack & Video Poker
Moving mouse to top-left corner will bring up the rules for the choosen game.
OpenGL Tetris (source code)
This download contains Visual C++ 6.0 version of Tetris, originally coded as single file that compiles with Borland C++ 5.5 command line compiler. One day project given to me as a part of some 'game programmer skill test'.
Java Snake, 2000
After playing again this one...
im not sure if its silly for me to say, but this game turned
out to be great! ...or maybe, im just happy it still works.. like new!
This is a full game, featuring AI, increasing level difficulty, single player/multiplayer option - against computer snake or friend sharing the keyboard (hot-seat)

(coded in 7 days for University assignment) "A very exciting game of snake. One of the most creative version I've seen. If you're a fan of this popular game, you must try this one. Compete with computer for the longest tail."
*not working opengl
Star Wars demos, lost source code, lost sound files. This collection featured playable levels in space, on ground, over Death Star and Big asteroid. 3 ships to fly X-wing, Tie-fighter and Millenium Falcon with outside and cockpit view. Friendly and enemy AI, effects like sun-flares, lense effects, hyperspace space distortion, exposions... not working on non-Voodoo hardware, requires some old version of MESA's OpenGL.DLL and freezes without sound files :-(


  1. I also want to build without X for a mobile system, using MGL/SNAP, I was thinking of porting it over to arm, then adding drivers like the Neuvue one instead of nvidia-glx, and the radeonhd I also thought about lifting drivers from libdrm or directfb. But what I really want to ask is how did you get mesa toi work with ti and how did you implement Hardware Acceleration right from startup. When looking at the code I can see that MGL doesnt support hardware opengl under any of its target systems.

  2. In it something is. Many thanks for an explanation, now I will not commit such error.

  3. Have you made any recent progress/update to MyOSX11-GL (such new kernel support, whatever...) ?