C++ Qt Programming Playlist

February 5, 2016 in Uncategorized by Adrian Marius

C++ Qt Programming

Substance for Unity 5: Creating PBR textures for environments and characters.

February 4, 2016 in Unity by Adrian Marius

unityLogoIntroduction: This introduction presents the content that will be covered in the Substance for Unity tutorial series, created by Allegorithmic.

The Substance for Unity series will cover using Substance Designer and Substance Painter to create PBR textures for a character and environment assets, and will cover utilizing materials and textures from Substances with Unity’s PBR shader.

The lessons are divided into 3 chapters: understanding PBR and using the PBR Shaders in Unity, using Substance Designer to create a modular substance for a rocky ground material, and using Substance Painter to texture a character and then exporting the necessary image maps to Unity.


Multithreading in C++11/14

February 3, 2016 in C++ by Adrian Marius

Here is a series of Multithreading articles in C++11/14



Craft is a Minecraft clone for Windows, Mac OS X and Linux

February 3, 2016 in Uncategorized by Adrian Marius

Craft is a Minecraft clone for Windows, Mac OS X and Linux. It is written in just a few thousand lines of C and uses modern OpenGL (shaders). Online multiplayer support is included using a Python-based server.


Rkduck is a Linux kernel v4.x.x Rootkit

February 1, 2016 in Uncategorized by Adrian Marius



rkduck is a Linux kernel v4.x.x Rootkit.

Crytek launches VR First initiative to encourage grassroots virtual reality development

January 20, 2016 in Uncategorized by Adrian Marius

Crytek launches VR First initiative to encourage grassroots virtual reality development

Studio to offer full source code access to CryEngine for free to students and researchers

Crytek is hoping to encourage the next generation of developers to create for virtual reality, with a new campaign aimed at VR education.

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by admin

Intel® RealSense™ SDK Plug-In for Unreal Engine* 4

January 14, 2016 in C++, Game Engines, News, Programming, Programming Languages, Unreal Engine by admin

unreal-logo-smallThe Intel RealSense SDK is natively implemented in C++, making it easy for developers to access its features from game code also written in C++. This plugin enhances the UE4 developer experience by exposing these same SDK features through Blueprints scripts.

At the time of this writing, the officially supported features of the plugin are the following:

  • Raw Color and Depth Camera Streaming
  • 3D Face and Object Scanning

Two other features are currently in-progress:

  • Head Tracking
  • Scene Scanning

Ultimately, our goal for this plugin is to support each of the Gold features of the Intel RealSense SDK that are applicable to gaming.

For more details and the entire article follow this link.

Unreal Editor 4.10.2 Hotfix Released

January 12, 2016 in C++, Unreal Engine by Adrian Marius

The 4.10.2 Hotfix is now live!

This Hotfix resolves a few important issues. Feel free to continue the discussion about this release on the 4.10 announcement thread.

Fixed in 4.10.2- CL#2818068

Fixed! UE-23845 Crash when using “Set Key Time” on an animation key in UMG
Fixed! UE-24685 Matinee movie recording is broken in 4.10
Fixed! UE-22573 A REINST error occurs in widgets that reference one another
Fixed! UE-24115 Cannot launch the editor in DebugGame Editor configuration from Xcode
Fixed! UE-24563 Editor should launch launcher silently

Important Note – ‘VisualStudio2015 Update 1’ is not compatible with the UE 4.10.2 release. Please do not update to VisualStudio2015 Update 1 while using UE 4.10.2

Python-for-android now supports Python 3 APKs

January 12, 2016 in Android, Python by Adrian Marius

Kivy logo

Python-for-android now supports Python 3 Android apps! This naturally includes Kivy, but also should work for anything else you can package with python-for-android, such as apps made with PySDL2. Using Python 3 remains experimental for now, it works but doesn’t yet perform all possible optimisations and hasn’t been as widely tested as Python 2. However, there should be no extra application requirements (beyond actually being written for Python 3), and the remaining issues and optimisations are being worked on.

by admin

Water interaction model for boats in video games

January 12, 2016 in Programming by admin

Jacques Kerner presents a series of articles on Gamasutra about water interaction model for boats in video games:

In this series, I present an algorithm for calculating the most important forces acting on a boat in water. The main motivation is to develop a model which captures the major dynamic traits of boats in water, yet avoids resorting to complex and expensive fluid dynamics computation.

I constrain myself to a reasonable performance budget, say less than 1 ms per boat. The model must be robust enough to simulate boats of a wide variety of sizes and shapes evolving in calm to very stormy waters.

The first article in this series will be dealing with hydrostatic forces, but will lay an important foundation for calculating all the other forces involved in this model. The other forces are dynamic forces caused by the motion of the boat relative to the water. They will be the subject of articles to follow.

For the first two articles follow this and this link.


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