Monthly Archives: October 2010

Balder – licensing

I’ve been back and forth so many times with trying to come up with a good licensing model for Balder and have decided to keep the Ms-PL license, with one exception. Anyone creating commercial libraries that is based partly or fully on Balder and is monetized, must obtain a commercial license.

Licenses can be requested at : license@dolittle.com.

At the moment, the Balder codeplex site is not reflecting the change. Its on its way and will be reflected in a couple of days.

So, why am I sticking with it and not trying to make any money from the library directly, you might ask. Well, I figured I’d go a different route. Keep the library open and free, but create commercial tools that extends Balder instead. I have a few ideas about this, especially around Blend and creating a unique experience there. More than the design-time support I’ve already planned to go into Balder directly.

Also, I’ll be setting up the possibility to donate to the project. I’ll get back with more details about that, and why a donation would be good.

I’m also looking at the possibility to provide consultancy services and commercial licenses with dedicated support option as well.

UPDATE: Codeplex site is now updated and reflecting the new Licensing model. Also the licensing file in the repository is updated.


Finally, its here… Balder 0.8.8.9

Ever since I started blogging and talking about this release back in August, I have simply not had the time to get it out the door. Always a little something I wanted to fix, or my daytime job getting in the way. Anyways, finally managed to get it out the door today. Pick it up at the Balder site.

The following list are the changes :

  • Perspective corrected texture mapping
  • perspective corrected Z buffering
  • Dual texture support with mixing
  • Enhanced material support
  • Shaded textures, flat + gouraud
  • Rewritten lighting code for rendering
  • New skybox, utilizing perspective projection in Silverlight
  • Bilinear filtering
  • Performance enhancements
  • Subpixel rendering
  • Multiple games in one page
  • Clearer exceptions
  • InstancingNodes – faster bindable solution
  • Extensible FileLoader support – one can load from anywhere
  • ChamferBox primitive type
  • Vertex coloring support – reads vertex colors from ASE files
  • Multi/Sub material rewritten – faces no longer has Material, but a Id reference instead
  • Wireframe support for Materials
  • Statistics added
  • Shine + ShineStrength for materials added
  • Color manipulation optimized, using integers
  • Smoothing group fix for primitives Cylinder and Ring
  • Optimized heightmap
  • CLUT system removed – too slow
  • Frustum clipping of objects
  • Matrix optimized – going for the solution most use, public fields instead of array as before
  • Started implementation of MipMap levels for textures
  • Rewritten texture system – introducing the concept of map
  • More details on ManipulationEvents
  • Optimizations for Windows Phone 7
  • Added more unit tests
  • Optimized mouse intersection with objects


One of the winners of the Windows Phone 7 competition

Earlier this year, Microsoft announced a competition for creating a Windows Phone 7 app. Yesterday it was announced that I was one of 3 lucky winners of the competition, the two other winners being Sigurd Snorteland and Ronny Gydar. The grand prize; a Windows Phone 7 device.

The results were announced at the Windows Phone Developer Community meetup yesterday.

Thanks a lot to the jury for picking my app as one of the winners, and to the sponsor of the hardware for providing the phones – that will be in my mailbox soon, I’ve been told. Can’t wait to get my hands on it.