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    <title>Blogs on ~jfk</title>
    <link>https://johanneskuhlmann.de/blog/</link>
    <description>Recent content in Blogs on ~jfk</description>
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    <lastBuildDate>Tue, 28 May 2019 00:00:00 +0000</lastBuildDate>
    
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      <title>Talk: Saints Row on the Go - Bringing Saints Row The Third to the Nintendo Switch</title>
      <link>https://johanneskuhlmann.de/blog/talk-saints-row-on-the-go---bringing-saints-row-the-third-to-the-nintendo-switch/</link>
      <pubDate>Tue, 28 May 2019 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/talk-saints-row-on-the-go---bringing-saints-row-the-third-to-the-nintendo-switch/</guid>
      <description>I gave a talk at Nordic Game Conference 2019 and Digital Dragons 2019 about how we brought Saints Row The Third to the Nintendo Switch. The one at Nordic Game Conference was more focused on the lessons we learned and the one Digital Dragons went into more technical details.
SlideShare
PDF: Slides
PDF: Slides with notes</description>
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      <title>Talk: Turn your frame rate up to 60 with Vulkan on the Nintendo Switch</title>
      <link>https://johanneskuhlmann.de/blog/talk-turn-your-frame-rate-up-to-60-with-vulkan-on-the-nintendo-switch/</link>
      <pubDate>Fri, 12 Apr 2019 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/talk-turn-your-frame-rate-up-to-60-with-vulkan-on-the-nintendo-switch/</guid>
      <description>I gave a talk at Reboot Develop Blue 2019 about our experience of bringing a game to the Nintendo Switch using the Vulkan graphics API and optimizing the game to run at a stable 60 FPS.
SlideShare
PDF: Slides
PDF: Slides with notes</description>
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    <item>
      <title>Bringing Galaxy on Fire 3 to Vulkan: Stats &amp; Summary</title>
      <link>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-stats--summary/</link>
      <pubDate>Mon, 23 Oct 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-stats--summary/</guid>
      <description>Originally appeared on Gamasutra
Written by Max Röhrbein-Kling and Johannes Kuhlmann
This is the fifth and last part of our series of blog posts about our experience with bringing Galaxy on Fire 3 - Manticore to Vulkan. Thanks for accompanying us on the last four legs of our journey. We hope you will find the final part entertaining and useful as well.
Our posts follow this structure:
 Introduction and Fundamentals Handling Resources and Assets What We have Learned Vulkan on Android Stats &amp;amp; Summary (this post)  In case you have not (yet) read any of our preceding articles, here is a little summary of our initial situation once more: When we started working on the Android version of our game, we decided to use Vulkan for rendering (there is also an OpenGL ES version, but that is not of interest here).</description>
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      <title>Bringing Galaxy on Fire 3 to Vulkan: Vulkan on Android</title>
      <link>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-vulkan-on-android/</link>
      <pubDate>Mon, 16 Oct 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-vulkan-on-android/</guid>
      <description>Originally appeared on Gamasutra
Written by Max Röhrbein-Kling and Johannes Kuhlmann
Having frequently posted here on Gamasutra over the past couple of weeks, we have now reached part four of our series of blogs about our experience with bringing Galaxy on Fire 3 - Manticore to Vulkan.
Our posts follow this structure:
 Introduction and Fundamentals Handling Resources and Assets What We have Learned Vulkan on Android (this post) Stats &amp;amp; Summary  In case you have not read our previous posts yet, here is our disclaimer once more: When we started working on the Android version of our game we decided to use Vulkan for rendering (there is also an OpenGL ES version, but that is not of interest here).</description>
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    <item>
      <title>Bringing Galaxy on Fire 3 to Vulkan: What We Have Learned</title>
      <link>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-what-we-have-learned/</link>
      <pubDate>Mon, 09 Oct 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-what-we-have-learned/</guid>
      <description>Originally appeared on Gamasutra
Written by Max Röhrbein-Kling and Johannes Kuhlmann
This is part three of our series of blog posts on our experience with bringing Galaxy on Fire 3 - Manticore to Vulkan.
Our posts follow this structure:
 Introduction and Fundamentals Handling Resources and Assets What We Have Learned (this post) Vulkan on Android Stats &amp;amp; Summary  Before we dive into the matter, we would like to point out once more that the focus of our Vulkan renderer was to ship a game.</description>
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    <item>
      <title>Bringing Galaxy on Fire 3 to Vulkan: Handling Resources and Assets</title>
      <link>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-handling-resources-and-assets/</link>
      <pubDate>Mon, 02 Oct 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-handling-resources-and-assets/</guid>
      <description>Originally appeared on Gamasutra
Written by Max Röhrbein-Kling and Johannes Kuhlmann
This is part two of our series of blog posts about our experience with bringing Galaxy on Fire 3 - Manticore to Vulkan.
Our posts follow this structure:
 Introduction and Fundamentals Handling Resources and Assets (this post) What We have Learned Vulkan on Android Stats &amp;amp; Summary  When we started working on the Android version of our game, we decided to use Vulkan for rendering (there is also an OpenGL ES version, but that is not of interest here).</description>
    </item>
    
    <item>
      <title>Bringing Galaxy on Fire 3 to Vulkan: Introduction and Fundamentals</title>
      <link>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-introduction-and-fundamentals/</link>
      <pubDate>Mon, 25 Sep 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/bringing-galaxy-on-fire-3-to-vulkan-introduction-and-fundamentals/</guid>
      <description>Originally appeared on Gamasutra
Written by Max Röhrbein-Kling and Johannes Kuhlmann
Introduction When we started working on the Android release of Galaxy on Fire 3 - Manticore, our goal was for everyone to be able to enjoy the same visual fidelity, no matter if playing on Android or iOS. On iOS, we were already using Metal to render the game. This helped us to push a lot of draw calls.</description>
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    <item>
      <title>Talk: Rendering Galaxy on Fire 3: Manticore with Vulkan on Android</title>
      <link>https://johanneskuhlmann.de/blog/talk-rendering-galaxy-on-fire-3-manticore-with-vulkan-on-android/</link>
      <pubDate>Thu, 25 May 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/talk-rendering-galaxy-on-fire-3-manticore-with-vulkan-on-android/</guid>
      <description>I gave a talk at Vulkanised 2017, a Khronos event hosted by ARM, where I covered our experience of shipping a game using Vulkan on Android.
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      <title>Five minute live demo at Google I/O 2017</title>
      <link>https://johanneskuhlmann.de/blog/five-minute-live-demo-at-google-i/o-2017/</link>
      <pubDate>Wed, 17 May 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/five-minute-live-demo-at-google-i/o-2017/</guid>
      <description>My parts start at around 22 minutes in.</description>
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    <item>
      <title>In-House Engine Development: Process Tips</title>
      <link>https://johanneskuhlmann.de/blog/in-house-engine-development-process-tips/</link>
      <pubDate>Tue, 04 Apr 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/in-house-engine-development-process-tips/</guid>
      <description>Originally appeared on Gamasutra
All tips in my previous post were rather technical, but in the end creating software is not really that much about technology. The human side to it - the developers writing, architecting, fixing and using the code - is infinitely more complex than the programs we write. It might seem shocking, but the image of a programmer being a simple machine that converts coffee to code is not really true.</description>
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    <item>
      <title>In-House Engine Development: Technical Tips</title>
      <link>https://johanneskuhlmann.de/blog/in-house-engine-development-technical-tips/</link>
      <pubDate>Mon, 27 Mar 2017 00:00:00 +0000</pubDate>
      
      <guid>https://johanneskuhlmann.de/blog/in-house-engine-development-technical-tips/</guid>
      <description>Originally appeared on Gamasutra
During the work on our in-house game engine, the ABYSS Engine, I have come across a few rules, ideas and tips that help us make sure we have a nice work environment, clean code base and neat project setup as well as an overall high-quality software product.
Most of these rules will probably not only apply to games, but to all sorts of software. At Deep Silver FISHLABS, we apply them mainly to our engine and tools written in C++.</description>
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