Johannes Kuhlmann's Blog
Having always had a passion for game development, Johannes started his professional career after innumerable hobby projects in 2008 working on Nintendo DS games. Spent a few years in Sweden working on the LittleBigPlanet IP on PS Vita as well as PS3. Since 2013, pushing for better game engines on mobile devices and, currently, heading the team for engine and tools development at Deep Silver FISHLABS.
Blog series on how we brought our game to Vulkan. This is post 4 of 5 where we cover a few Android-specific peculiarities.
Blog series on how we brought our game to Vulkan. This is post 3 of 5 where we talk about what problems and pitfalls we encountered and how we solved them. We also have some useful tips and pointers on what to look out for.
Blog series on how we brought our game to Vulkan. This is post 2 of 5 covering textures, shaders and graphics pipelines.
Blog series on how we brought our game to Vulkan. This is post 1 of 5 giving an introduction and talking about DescriptorSets as well as synchronization.
Creating software is not really that much about technology. The human side to it is infinitely more complex than than the programs we write. That is why I want to deal with the human side of software creation this time.
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, neat project setup and an overall high-quality software product.