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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml"
xmlns:og="http://ogp.me/ns#"
xmlns:fb="https://www.facebook.com/2008/fbml">
<head>
<title>M. Utku Altınkaya</title>
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<meta property="og:type" content="website"/>
<meta property="og:title" content="M. Utku Altınkaya"/>
<meta property="og:url" content="http://mua.github.io"/>
<meta property="og:description" content="M. Utku Altınkaya"/>
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title="M. Utku Altınkaya ATOM Feed"/>
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<body>
<div id="wrap">
<nav class="navbar navbar-default navbar-fixed-top" role="navigation">
<div class="container">
<div class="navbar-header">
<button type="button" class="navbar-toggle" data-toggle="collapse" data-target=".navbar-ex1-collapse">
<span class="sr-only">Toggle navigation</span>
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<a href="/" class="navbar-brand">M. Utku Altınkaya</a>
</div>
<div class="collapse navbar-collapse navbar-ex1-collapse">
<ul class="nav navbar-nav">
<li><a href="http://mua.github.io/pages/about.html">About</a></li>
<li><a href="http://mua.github.io/pages/opengl-es-matcap.html">MatCap with WebGL</a></li>
</ul>
<ul class="nav navbar-nav navbar-right">
<li><a href="http://mua.github.io/archives.html"><i class="icon-th-list"></i>Archives</a></li>
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</nav>
<!-- /.navbar -->
<div class="container">
<div class="row">
<div class="col-lg-9">
<article class="clearfix">
<h2><a href="http://mua.github.io/new-engine.html">New Game Engine</a></h2>
<div class="summary"><div class="pull-left"> I've been working on a new game engine and its editor for quite a while now. What I want is a C++ engine, supporting both inheritance and composition, extensible modern editor with well defined job description.</div>
<p><img src="/images/shot1.png" class="thumbnail pull-right" /></p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/new-engine.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/native-matters.html">Native Matters</a></h2>
<div class="summary"><p>Interpreted languages still not a good fit for game development even if you are not using too much CPU power, since control precision is not something any scale of game can sacrifice.</p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/native-matters.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/blocking-bad.html">Blocking Bad</a></h2>
<div class="summary"><p><img src="/images/scrshot2.png" class="thumbnail pull-right col-sm-3" /></p>
<p><strong>Blocking Bad</strong> is a tetris clone which chooses the worst possible piece. Idea is not new, there
are few examples of it like
<a href="http://qntm.org/files/hatetris/hatetris.html">hateris</a>, <a href="http://blahg.res0l.net/2009/01/bastet-bastard-tetris/">bastet</a>.</p>
<p>I've been asked to implement such a thing in <a href="http://love2d.org/">LÖVE</a> as a challange. It uses a minmax approach to find
worst possible piece.</p>
<p><a class="btn btn-default" href="https://github.com/mua/BlockingBad/releases/download/0.1/BlockingBad.zip">Download ...</a></p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/blocking-bad.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/matcap-webgl.html">Realistic Materials in OpenGL ES</a></h2>
<div class="summary"><p><img src="/images/Capture2.png" class="pull-right thumbnail" style="max-width: 20%;" />With <abbr title="Material Capture">MatCap</abbr> materials it is possbile to render sophisticated materials using very low GPU resources, it can be suitable for both WebGL and OpenGL ES applications which can live with its limitations.</p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/matcap-webgl.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/including-glsl-shaders.html">Including GLSL Shaders</a></h2>
<div class="summary"><p>Shaders are combination of different effects, you may need skinning and shadows to render your character, but just diffuse textures for skymap, while doing a depth pass only, you do not need to render any textures but deformation is still needed for skinned meshes. More effects you have, more combinations ...</p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/including-glsl-shaders.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/procedural-terrain-collider.html">Procedural terrain collider for Bullet</a></h2>
<div class="summary"><p>Generating terrain entirely on the GPU is cool, however as pretty as it looks, in the end you need to interact with it. <a href="http://http://bulletphysics.org">Bullet</a> Physics engine provides very neat ways to define your own collider shapes. So I decided to port GPU code to C++ and use the output for ...</p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/procedural-terrain-collider.html">more ...</a>
</div>
</article>
<hr/>
<article class="clearfix">
<h2><a href="http://mua.github.io/procedural-3d-terrain.html">Procedural terrain generation on GPU</a></h2>
<div class="summary"><p>While working on a small mobile project, I've started to look for ways to render infinite terrain. Modern mobile GPUs come with very slow memory, low bandwidth, but reasonable processing power. So procedural content does not only have interesting gameplay value, but also performance advantages. </p>
<p>I constructed simple terrain ...</p>
<a class="btn btn-default btn-xs" href="http://mua.github.io/procedural-3d-terrain.html">more ...</a>
</div>
</article>
<hr/>
</div>
<div class="col-lg-3 well well-sm" id="sidebar">
<aside>
<section>
<ul class="list-group list-group-flush">
<li class="list-group-item"><a href="https://github.com/mua"><i
class="icon-github-sign icon-large"></i>github
</a></li>
<li class="list-group-item"><a href="https://twitter.com/utkua"><i
class="icon-twitter-sign icon-large"></i>twitter
</a></li>
<li class="list-group-item"><a href="http://lnkd.in/bWMRpEk"><i
class="icon-linkedin-sign icon-large"></i>linkedin
</a></li>
<li class="list-group-item"><a href="https://plus.google.com/103544190796724092468/?rel=author"><i
class="icon-google-plus-sign icon-large"></i>google-plus
</a></li>
<li class="list-group-item"><a href="http://mua.github.io/feeds/all.atom.xml" type="application/atom+xml" rel="alternate"><i class="icon-rss icon-large"></i>Feed</a></li>
<li class="list-group-item"><a href="http://mua.github.io/tags.html"><h4><i class="icon-tags icon-large"></i>Tags</h4></a></li>
<li class="list-group-item tag-0">
<a href="http://mua.github.io/tag/opengl.html">
OpenGL
</a>
</li>
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<a href="http://mua.github.io/tag/c.html">
C++
</a>
</li>
<li class="list-group-item tag-2">
<a href="http://mua.github.io/tag/game-engine.html">
game-engine
</a>
</li>
<li class="list-group-item tag-2">
<a href="http://mua.github.io/tag/glsl.html">
GLSL
</a>
</li>
<li class="list-group-item tag-4">
<a href="http://mua.github.io/tag/webgl.html">
WebGL
</a>
</li>
<li class="list-group-item tag-4">
<a href="http://mua.github.io/tag/2d.html">
2d
</a>
</li>
<li class="list-group-item tag-4">
<a href="http://mua.github.io/tag/physics.html">
Physics
</a>
</li>
</ul>
</section>
<section>
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<li class="list-group-item"><h4><i class="icon-github icon-large"></i>GitHub Repos</h4></li>
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<p class="list-group-item">Status updating...</p>
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