Sascha Willems
Recent content on Sascha Willems
- Posts
- 373 from 1 Jan 2000 to 17 Oct 2026
- Posting
- monthly (11 in the last year)
- Kind
- personal blog
- Feed
- https://www.saschawillems.de/index.xml
2026 9
- Vulkan Hardware Database API Access
- Vulkan Hardware Database Quick Filters
- Vulkan Hardware Capability Viewer 4.13 with additional feature flags released
- New Vulkan samples for using descriptor heaps
- Improving performance of the Vulkan Hardware Database
- Vulkanised 2026 Talk on Vulkan for Hobbyists
- Vulkan Hardware Capability Viewer 4.11 released
- Retro graphics cards
- New "How to Vulkan in 2026" tutorial
2025 10
- Vulkan Hardware Capability Viewer 4.10 released
- OpenCL Hardware Capability Viewer 1.30 released
- Vulkan Hardware Database Availability
- Fundamental Vulkan Samples rework
- Vulkan Hardware Capability Viewer 4.02 released
- Shaders for Vulkan samples now also available in HLSL
- Shaders for Vulkan samples now also available in slang
- Vulkan Hardware Capability Viewer 4.01 released
- Improved filtering added to the Vulkan Hardware Database
- Cleaning up Vulkan Hardware Database Android reports
2024 6
- Vulkan 1.4 support for the Vulkan Hardware Capability Viewer and database
- Extension detail pages for the Vulkan hardware database
- Vulkan Hardware Capability Viewer 3.40 released
- GPU hardware databases hit 50,000 reports
- Improving filtering for the Vulkan hardware database
- Vulkan Hardware Capability Viewer 3.33 released
2023 6
2022 7
- Reworked compare functionality for all GPU databases
- Vulkan Hardware Capability Viewer 3.27 released
- Vulkan Hardware Capability Viewer 3.26 released
- Vulkan Hardware Database gets global API level selection
- Vulkan profiles support for the Vulkan Hardware Capability Viewer and database
- Vulkan 1.3 support for the Vulkan Hardware Capability Viewer and database
- OpenCL Hardware Database at GPUinfo.org
2021 8
- Vulkan Hardware Capability Viewer 3.05 released
- Vulkanised texture compression talk
- Vulkan Hardware Capability Viewer 3.04 released
- Vulkan Hardware Database updates
- Vulkan Hardware Capability Viewer 3.02 released
- Vulkan Hardware Capability Viewer 3.01 released
- Vulkan Hardware Capability Viewer now available on iOS
- Vulkan Hardware Capability Viewer and Database update 3.0
2020 8
- Vulkan hardware database extension feature additions
- Vulkan Samples and hardware capability viewer updated to final ray tracing extensions
- Vulkan Hardware Capability Viewer - Mac OSX support Device simulation JSON
- Vulkan Hardware Capability Viewer 2.21 with support for Vulkan Portability released
- Vulkan Hardware Capability Viewer 2.2 released
- New Vulkan glTF examples
- Vulkan debug utilities sample and tutorial
- Vulkan hardware database feature update
2019 14
- Vulkan Hardware Capability Viewer 2.03 released
- Khronos Vulkan Unified Samples repository is here
- Vulkan Hardware Capability Viewer 2.02 released
- Vulkan Hardware Capability Viewer 2.01 released
- Vulkan Hardware Capability Viewer 2.00 released
- Vulkan Hardware Capability Viewer 1.93 released
- OpenGL Hardware Capability Viewer 1.2 released
- Vulkan examples for ray traced shadows and reflections using VK_NV_ray_tracing
- New Vulkan example on raytracing using VK_NV_ray_tracing
- Turing shader extensions and Visual Studio 2019 support for SPIR-V Extension
- Device based views for the Vulkan hardware database
- Flipping the Vulkan viewport
- Adding support for glTF meshes without indices
- Getting a Vulkan application up and running on a low-spec device with buggy drivers
2018 20
- Vulkan Hardware Capability Viewer 1.92 released
- Updates to the Vulkan Hardware database and the Hardware Capability Viewer
- Vulkan Hardware Capability Viewer 1.9 released
- Vulkan Hardware Capability Viewer 1.8 released
- Vulkan conditional rendering
- Vulkan Hardware Capability Viewer 1.7 released
- Vulkan input attachments and sub passes
- Multiview rendering in Vulkan using VK_KHR_multiview
- OpenGL hardware database overhaul
- Vulkan examples
- Privacy policy
- Vulkan Hardware Capability Viewer 1.6 released
- OpenGL ES database ES 3.1 and 3.2 support, capability listing pages
- OpenGL ES CapsViewer updated to 0.6
- OpenGL ES hardware database overhaul
- Vulkan 1.1 is here
- Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization
- How-to video: Debugging a non-visible model in Vulkan using RenderDoc
- Vulkan glTF 2.0 C++ phyiscal based rendering
- Vulkan glTF 2.0 C++ physical based rendering
2017 14
- New Vulkan example: Cascaded shadow mapping
- Vulkan hardware capability viewer
- Combined Vulkan and OpenGL ES listing for android
- Headless Vulkan examples
- How to shrink down a git(hub) repository
- Delphi/Pascal OpenGL Header updated to 4.6
- The Vulkan Device Simulation Layer
- iOS and macOS support added to the Vulkan examples
- Vulkan Hardware Capability Viewer 1.4 released
- Updates to the Vulkan hardware database
- Physically based rendering and moving (hdr) assets out of the repository
- Impressum
- Visual Studio 2017 support for SPIR-V Extension
- Updated Vulkan example binaries
2016 14
- Updated Android vkQuake binaries
- Vulkan Hardware Capability Viewer 1.2 released
- Updated Vulkan example binaries (and vkQuake for Android)
- SPIR-V Extension for Visual Studio
- SPIR-V Extension for Visual Studio
- Vulkan tutorial on rendering a fullscreen quad without buffers
- Porting (Vulkan)Quake to Android
- New Vulkan example: Indirect drawing
- New Vulkan example: Deferred shading and shadows
- Updated Vulkan deferred shading example video
- Tutorial on using Vulkan's VK_EXT_debug_marker with RenderDoc
- Khronos Chapter Munich Vulkan Slides
- Vulkan Examples update
- Vulkan is here!
2015 13
- Vulkan specification complete, release imminent
- Vulkan related works
- OpenGL ES CapsViewer updated to 0.5
- Introducing gpuinfo.org
- GPU hardware database landing page
- Vulkan from the POV of a hobby 3D developer
- Status update
- Parallax offset mapping with WebGL
- Geometry instancing with WebGL 2
- Using OpenGL ES on windows desktops via EGL
- glCapsViewer 1.0 beta release
- New features and url for the OpenGL hardware database
- Going GitHub with gl(ES)CapsViewer
2014 18
- 2014 - Final posting
- Small update to the Delphi/Pascal OpenGL Header
- Javascript repository
- Delphi/Pascal OpenGL Header now supports OpenGL 4.5
- Soruces for simple OpenGL 2.0 HUD/GUI for android
- Android OpenGL ES repository
- Enhanced C++ compute shader particle system
- Compute shaders for particle systems
- GL_ARB_debug_output
- Delphi/Pascal OpenGL Header updated and on bitbucket
- OpenGL hardware database updated
- A note about NVIDIA drivers (on windows) an glCapsViewer
- OpenGL ES CapsViewer updated to 0.3
- OpenGL ES CapsViewer update to 0.2
- OpenGL ES hardware capability viewer
- OpenGL ES Caps Viewer available on Playstore
- 3D loader for android, first roaming zombies
- Zombie infected random dungeon crawling
2013 29
- 2013 - Final posting - Dwelling in randomly generated mobile Dungeons
- OpenGL ES Hardware Database Preview
- From Delphi, Windows, OpenGL and Newton to
- New target : Android
- Project page for Trugbild
- Trugbild
- Trugbild finished (PGD 2013 challenge edition)
- Trugbild : Almost done
- Half-time on "Trugbild"
- Setting and progress on "Trugbild"
- First screenshots from "Trugbild"
- Taking part in the 3rd PGD game challenge
- Delphi / Pascal header for OpenGL 4.4
- Projekt “W” Phase 2 – New beta release 201 + linux x86_64 support
- Going multi-platform, part 6 : Mac OSX
- Projekt “W” Phase 2 – New beta release 190
- Projekt "W" finally get's it's own theme song
- The challenges of a game's sound design
- Introducing the AI builder
- Projekt “W” Phase 2 - New beta release 170
- Implementing the ingame tutorial
- Redoing backdrops and tuning globe shaders
- Projekt "W" - Phase 2 - First linux release!
- Going multi-platform, part 5 : Finishing touches
- Going multi-platform, part 4 : First run on a native linux
- Going multi-platform, part 3 : First throwback
- Going multi-platform, part 2 : First compile and run
- Going multi-platform, part 1 : The setup
- Agenda for 2013
2012 20
- 2012 - Final posting (and a new release)
- New Projekt "W" - Phase 2 beta release 121
- Using Generics in Delphi
- Updating the AI
- Projekt "W" - First public "Phase 2" Beta
- Finishing the the first public beta
- From "Phase 1" to "Phase 2"
- Weekend posting
- Battlefield terrains (and some technical stuff)
- Delphi / Pascal header for OpenGL 4.3
- "Phase 2" - Jungle warfare
- "Phase 2" - Satus update July 2012
- "Phase 2" - Status update June 2012
- Dungeon Crawler Demo with Source released
- Dungeon Crawler
- Projekt "W" - "Phase 2" - New Screenshots
- "Phase 2" - Quick status report
- glCapsViewer 0.7 released - Proxy support added
- glCapsViewer new database features
- Newton 2.35 (beta) headers uploaded
2011 21
- 2011 - Final posting
- Projekt "W" - Phase 2
- "Phase 2" - November work-in-progress video
- glCapsViewer - Mac OS X version
- glCapsViewer 0.5 + SQL database
- glCapsViewer - OpenGL capability viewer + online database
- OpenGL hardware capability viewer
- Color selection, FBOs and traditional render-to-texture
- Secret agency and some icons
- New toy (HD6850)
- The eternal circle of GUI design (and some new screenshots)
- Game design : Game modes
- Game design : Coastal building spots
- "Phase 2" - Eyecandy
- Three new newton demos with source
- Newton 2.33 (beta) headers uploaded
- Japan
- Game design : Regional construction queue
- Newton SDL developer demos updated (to SDK 2.32)
- Game design : Espionage and sabotage
- Newton Game Dynamics Engine goes Open-Source
2010 15
- 2010 - Final posting
- Newton 2.26 (beta) headers uploaded
- Projekt "W" on current c't magazine issue
- "Phase 2" status update
- PlayStation Move
- New user interface in motion
- "Phase 2" running on Linux (using WINE)
- Quick interception
- The old GUI is history
- Some words about "Phase 2"
- Omni-directional lights using cubemap shadows
- First dungeon crawler prototype (HD Video)
- Random Dungeon Generation
- Newton SDL demos updated to 2.16
- New staff / transfer market window and more on staff experience
2009 14
- Newton header updated (again)
- Newton 2.15 (beta) headers uploaded
- Status update on "Phase 2"
- Delphi OpenGL header translation
- New screenshot gallery : WipeOut HD fury (PlayStation 3)
- Pascal Gamer Magazine Issue 1
- Prototyping nukes (including HD video) - Updated
- New tool : Explosion Texture Generator
- Explosion Texture Generator
- "Phase 2" - Work-in-progress video (HD) and YouTube channel
- Progress on "Phase 2", new spy type
- Projekt "W" - Releasing betas?
- GUI, GUI-Editor and Espionage (along with some sabotage)
- Quick update
2008 15
- Fallout 3
- Promised (Media)update
- Big performance jump for "Phase 2"
- Quick check-in
- Hex battles evolved
- 100k visitors and some Projekt "W"
- New feature for "Phase 2"
- Resuming work on "Phase 2" of Projekt "W"
- Guild Wars (and a little break)
- Newton tracked tank proof-of-concept demo released
- New tracked tank video
- Tracked tank with Newton
- Some Newton beta-goodness (updated)
- Impressions from the battlefield
- Skinning of military units finished
2007 46
- First new skinned military unit
- Projekt "W" - Roadmap for "Phase 2"
- More on the manual hex battles
- 2000 downloads and more on "Phase 2"
- Different UI themes
- Projekt "W" battles and some newton tidbits
- Aftermath
- Projekt "W" - Patch 1.2
- Patch 1.2 coming soon, including tutorial
- Projekt "W" - Patch 1.1 (UPDATE 1.11)
- Projekt "W" - Phase 1 - Hotfix 1.01
- Projekt "W" - Phase 1 - Release!
- Projekt "W"
- Working towards release and littel name-change
- Artificial intelligence
- Good news for owners of old graphics cards and more on AI
- Manual and soundsystem
- More playtesting, balancing, bughunting and AI
- Transfer market, new cursors, texture compression and more
- First playtesting sessions and hardware requirements
- On the state of Project "W"
- Hotseat mode is in
- Endgame screens and top-five
- Cast of buildings
- Cast of military units
- OpenGL demos
- Project "W" - New Video
- ZornGL Engine
- Jagdgeschwader
- New page
- Newton demos and applications
- SDL-Demos (mostly for developers)
- NewtonPlayGround
- Delphi/Pascal Header
- Next stop : Localization
- Climbing the Todo-ladder
- Even more work on the GUI
- GUI flow
- More national identity
- Working towards the finish
- More content and a VFS
- Smaller Steps
- Translation
- More AI, balancing and research tree
- Work on AI started
- Raging battles
2006 41
- Last posting of this year
- Next feature almost done
- Research feature finished and much coding
- Next feature plus some debugging and cheating
- More content creation
- Full Sail
- Regional 3D view updated
- Tidbits
- New style for the main 3D view
- Back on the road again
- (OT) What I'm up to
- (NPG) Newtonplayground 1.53 released
- (NPG) Magnetic objects
- (NPG) Final skinned ragdoll video
- (NPG) Preparing Newtonplayground 1.53
- (OT) New System
- Game design again
- Coding under the hood
- GUI, sciences and stuff
- New control center
- Staff and Espionage
- Buildings
- Update
- Armies and Units
- Ingame Hexfield and more Gamedesign
- Some infos about gamedesign
- Tools and Content
- Animated skinned UI-control
- GUI - Coding and some Hex(es)
- More on the GUI
- Some GUI-Work
- Refining the game design
- Back again
- NewtonPlayGround 1.51
- The day(s) after
- Newton 1.51 out
- Manual : Done
- NewtonPlayGround is basically done
- Media Update
- Bugs here, Bugs there, Bugs are everywhere
- Newton 1.5 is finally out
2005 19
- Newton's custom joint interface
- 1.35 is around the corner
- New Newton Beta SDK
- Life goes on
- Not much happening
- It's here
- Follow up to the last post (and more)
- Switching formats
- Porting the NewtonPlayGround
- Springtime
- Cel Shading
- Newton's new Vehicle Container
- Different Shadow Techniques
- NewtonPlayGround again and Dawn of War Addon
- It's walking
- What I'm currently working on
- Growing up with and shaping up an API
- Ageia putting an end to realistic in-game physics
- First Entry