Chrome is apparently the new favourite browser of mostly everyone. And IE has totally lost it's prevalence, at least on my websites:
The top list is: Chrome (50%), Firefox (25%), Safari (10%), IE (10%), and Opera (4%). I also have a few users using Iron, Konqueror and IBrowse. Interesting.
Windows still is the number one operating system of people visiting my websites (72%). Here it is broken down to Windows versions:
Windows 7 (49%), Mac OS X (12%), Win XP (11%), Windows 8 (9%), Linux (6%), Windows NT (WTF? - 3%), Windows Vista has the same amount of visits as Android and iOS. There are also some very exotic operating systems used, like Maemo and Sun OS.
90% of all visitors have Flash, 80% still have Java enabled, and - surprising to me - 51% of all have Silverlight. 14% still have the Adobe Director plugin running (why?), and even 7% have a Realplayer, wow. Only 6% of all users are using a mobile phone to read about the stuff I am working on, the rest are using a Desktop PC.
Not sure what can be learned from all that, but it's interesting.
I had some troubles with Internet Explorer 11's WebGL support - and I think it still has some bugs but I reported them to Microsoft - most of the features in CopperCube and CopperLicht now work nicely in that browser. That means WebGL is now a real, useful thing, it works in all major browsers.
Most people probably won't even notice this change - apart from the fact that now all WebGL runs without hassle - but it's amazing what functionality now is hidden behind a single click in order to run a WebGL scene from the editor.
Battlefield. Last week, I bought the latest edition, Battlefield 4. The game basically is still the same, and is fun to play. It now looks much better, has an incredible high demand for hardware resources and forces you to use some ugly Steam clone named 'Origin'. Those are basically the major changes I noticed.
Although the game is very fun and looks great, I'm still kind of disappointed by the technical defects. It started with the installer not working properly - I had to install the game twice: The first time, Origin seemly installed the game to /dev/null (or whereever, the game couldn't be started and wasn't to be found anywhere on the disk), which is a bit frustrating since the installation needed about one full hour. The sound engine in the game decides to stop working from time to time, simply shutting down sound for one or two minutes. Sometimes, the game stops to recognize mouse click events. And the game crashes about once an hour for me. Also, there are mandatory patches, promising fixed bugs (didn't fix them for me), which are one GB in size. WTF? How can you justify patches - which are likely only fixing some parts of your executables or maybe even some of your data files - to be that huge? Diffs anyone?
You would think that a team of programmers developing a product with such a big budget, and based on software which already had all those major features even ten years ago would be able to deliver a product which doesn't have such major defects. But I guess they focused on other stuff.
But apart from that, it's a nice game, I like it.
WebGL, which is now also supported in this latest browser version, which you get when you update to Windows 8.1.
In short: Somehow, on all my test systems, nearly all WebGL demos I try in IE11 are comparably slow, and look completely buggy. In contrast to when run in Google Chrome or Firefox. Here is an example:
This is from the CopperCube Dynamic Light demo, a very small, simple scene demonstrating dynamic light and normal maps. Another example:
This is from the Backyard demo, an a bit bigger scene. Obviously, some shaders are not running correctly at all. I get a similar behavior from other demos around the web. In some cases, even some parts of the 3D scenes where completely missing, or displaying garbage.
I tried this on three different systems, all with NVidia hardware unfortunately (would like to try IE11 on some AMD device). On two of my systems, most demos look broken. On one of them, IE isn't even able to compile the necessary shaders for the demos and fails running it completely.
I wonder if I am very unlucky, and this only happens for me, or if other people also discovered similar problems. Maybe not many people have upgraded to Windows 8.1 yet, who knows.
Since I'm the author of CopperLicht, I'll try to take a deeper look into the problems causing this very soon.
Update: After seeing this blog post, Microsoft contacted me and told me they will look into this issue and try to improve the situation. Let's see. :)
EndTime, which are placed next to some streets. The idea was that if you are somewhere deep in a forest, you would be able to spot such a power pole line easily and find back into the city using it. I tried it out, and it works nicely so far. Also, I created a video of the current state of the game:
Unfortunately, the youtube video compression doesn't seem to work nicely with fog. The video somehow ended up very blurry...
my Tablet to Windows 8.1. Looks nice so far. The touch screen mail client still doesn't support POP as mail protocol, which is a shame. But somehow, Microsoft now apparently included a full version of Office with this update (previously, there was only a trial version), and this time, it also includes Outlook. Which is great, since this is one of the most usable mail clients, with so many features. Great! Finally I can use the tablet for real, more in-depth work as well.
Recently, one customer didn't like this after he switched from using a Windows PC to an Apple Mac, and demanded to get the second license for free. I explained to him that this is a separate software, that it needs a lot of work, basically what I just wrote above, but he didn't seem to understand. I noticed that this guy was selling cars, so I tried to explain him the problem this way:
Maybe not the best analogy, but I think it could be understood that way.
Kromaia is a six degrees of freedom adventure shooter, developed by Kraken Empire from Spain. They just started an IndieGoGo campaign - if you don't know, this is similar to the better known Kickstarter. I always thought about creating a Kickstarter or IndieGoGo campaign for my game, but I decided to take it myself, and offer preorders instead. Not sure if this was the best idea, but for now, a few people already supported me with this. :)
Anyway, take a look at the Kromoia IndieGoGo campaign, and support them if you want and can, it looks like an interesting game. They are also using irrKlang as audio library, so the developers behind the game definately know what they are doing
Endtime At Home, I now implemented the first version of city generation. I wrote some details about this on the game's blog, and I'm really happy about how it looks now. It's nothing spectacular for now, but it is a beginning. The game engine now can create a more structured 3d world, where it can place interesting things and connect them. Like in this case, it can place cities and connect them with streets. Here is a rural area vs. city comparison:
There is still much work to do, but it is a very nice code base to continue working on. People who preordered the game in order to support the development (thanks, btw! This is a very nice motivation!) can try out the alpha with the new cities in the game already now.