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Cocos2d-x v3.12 released!

July 22, 2016 in Cocos2d-x, Cocos2d-x, Game Engines, News by admin

cocos2dx-logo

Cocos2d-x v3.12 is out. This is a big release and highlights the following:

This release brings bug fixes and API maintenance, as well as:
* fixed Android performance issues
* add experimental VR support
* add Tizen support
* Web engine performance improved in WebGL mode
* support obb extension on Android

A detailed list of changes, improvements and fixes can be found here.

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Configuring Primefaces application with glassfish and nginx

July 21, 2016 in Programming, Source Code, Tips & Tricks, Tutorial by admin

primefaces-logoOne of the issues I had these days was installing an Primefaces application in Glassfish application server  running in a container with no external IP address and configuring a nginx front-end for it. While making the two servers work together is just a matter of right configuration files, issues start to pile up when we want to have the context path removed from the nginx. Tried couple of approaches, using URL rewrite, proxy pass, etc, but in the end all of them ended up with links and resource files (ex. CSS files for the themes) not being found. Eventually after many tries ended up with this solution, which (so far) seems to work without any issue. Read the rest of this entry →

Survival Sample Game in C++ for Unreal Engine 4.12

June 10, 2016 in C++, Game Engines, Programming, Programming Languages, Unreal Engine by Adrian Marius

unreal-logo-smallSurvival Sample Game in C++ for Unreal Engine 4 is now updated for Version 4.12.

Code can be downloaded from github page.

Supercharging Android Apps With TensorFlow

May 28, 2016 in Android, Java by Adrian Marius

android-logoIn November 2015, Google announced and open sourced TensorFlow, its latest and greatest machine learning library. This is a big deal for three reasons:

  1. Machine Learning expertise: Google is a dominant force in machine learning. Its prominence in search owes a lot to the strides it achieved in machine learning.
  2. Scalability: the announcement noted that TensorFlow was initially designed for internal use and that it’s already in production for some live product features.
  3. Ability to run on Mobile.

This last reason is the operating reason for this post since we’ll be focusing on Android. If you examine the tensorflow repo on GitHub, you’ll find a little tensorflow/examples/android directory. I’ll try to shed some light on the Android TensorFlow example and some of the things going on under the hood.

android_tensorflow_classifier_results.jpg

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Android-X86 Nightly builds are back

May 18, 2016 in Android, News, Tips & Tricks by admin

android-logoThe nightly builds for Android x86 (Marshmallow) are back for a while now and it seems they’re working as expected.

The bootable ISOs can be downloaded from this link for both 32bit and 64bit architectures. The build is made each night, freshly from the repository and unless the build fails, the ISO-s are updated.

It should boot either from USB or any other media. The page contains information about how to test it.

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Step by step debugging firmware on the Aliexpress / EBay STM32 boards

May 9, 2016 in ARM, C, C++, Hardware, Linux, Microcontroller, Programming, STM32, Tips & Tricks, Tutorial by admin

arm_cortex_logoIn some previous topics (here and here) I wrote about some cheap development boards which can be acquired from EBay or Aliexpress. Since System Workbench for STM32 is freely available for a while now, let’s see how can we use it to generate a project, compile it, upload it to a board and debugging it step by step. We’ll use for this the board I got from EBay, but it works the same with the any STM32 other board I have and also with some self-made ones.

For being able to install firmware on the board and debug it, first we need to have a hardware part which will sit between the computer and the board. There are various models and versions of these jtag debugers and they can be ordered online or found pretty cheap on ebay (clones). Another way to get hold of one of these is to have a development board which comes equiped with JTAG adapters, like the STM32 discovery series of boards. Some of these JTAG debuggers allow even breaking apart the JTAG debugger from the development board itself (LPCXpresso series, the nucleo boards).
Regardless of which JTAG interface is used, it should be one which is known to work with OpenOCD, as we’ll use OpenOCD for debugging. In our case we’ll use the stm32f4 discovery board’s stlink2 side. However, Before using it as a JTAG debugger, we need to disconnect the STLink part from the discovery board, by removing two jumpers. Once that is done, the STLink itself won’t be connected to the discovery board and it’s SWD header can be connected to any other board. Read the rest of this entry →

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Five free plugins hit the Ureal Engine marketplace

May 7, 2016 in Game Engines, News, Programming, Unreal Engine by admin

unreal-logo-smallUnreal Engine marketplace started to release code plug-ins. For start, 5 free plug-ins will assist you in gathering analytics on player data, provide support for REST server communications, allow you to load MODO material .xml files for 3D meshes and more.

MODO material importer by The Foundry

The Unreal Material Importer is a plug-in for Unreal Engine 4 that you can use to load MODO material .xml files and apply them to 3D meshes of a game level in the Unreal Engine 4 editor.
If you have a MODO scene, you can export 3D meshes in the form of .fbx files, and materials and textures as .xml files.
You can then apply the exported materials to the .fbx 3D meshes in Unreal Engine, using the Unreal Material Importer plug-in.

Skookum Script by Agog Labs Inc.

SkookumScript’s cutting-edge command console turbocharges your workflow (at any stage of development) by enabling you to query and manipulate any UE4 game as it runs on any platform—without disrupting your existing tools, C++ code or BP graphs. So even if you aren’t looking for a scripting solution now, try our console. You’ll love it. We promise.

Then there’s SkookumScript itself—a text-based, compiled language that is made for games. With key game concepts such as concurrency built-in, SkookumScript empowers the entire team—from light coders to C++ veterans—to create sophisticated gameplay with surprisingly few lines of code. Its addictively useful IDE features live code changes with instant turnaround, context-sharing with the UE4 editor, and remote debugging. It painlessly scales with team size and content, and benevolently bridges between C++ and Blueprints—changes in SkookumScript are reflected live in Blueprint graphs and vice versa. Wow!

Lovingly crafted by veteran game developers, battle-tested on the hit AAA titles “Sleeping Dogs” and “Sleeping Dogs: Definitive Edition”, and now in use on several upcoming AAA and indie games, SkookumScript fills your game development experience with cackles of megalomaniacal glee. Better coding through mad science!

Gameanalitics by Gameanalitics

Understand your players’ in-game behaviour with the free GameAnalytics Plugin.

GameAnalytics collect player data and provides a powerful set of features that enables you to analyse in-game behaviour.

Start your analysis within 5 minutes, with our range of predefined dashboards (Real-time, Acquisition, Engagement, 1st monetizers, Monetization, Progression, Resources).

Track, visualize and evaluate:

• Player progression – Balance your levels and find out where your players struggle;
• In-game economy – Measure what your players are sinking their gold on and more;
• Custom dimensions – Track any relevant interaction with your game;
• Real money transactions with purchases validation – Analyze your validated revenue on all IAP purchases;
• Funnels – Improve your game, by digging into any sequence of events, by any segmentation;
• Error tracking – Investigate the quality of your game;
• and much more…

GameAnalytics makes it easy to assess your game mechanics, design and economy with the reports and tools it provides.

Logitech gaming SDKs by Logitech

This runtime plugin links to our .libs which find and load our SDK .dlls shipped with Logitech Gaming Software. LGS and the SDK .dlls are responsible for all the work done to communicate to each of the devices. We designed this loading scheme to allow for older versions of our .lib to have support for newer devices by upgrading LGS. This takes the burden off the game developer by shipping a smaller .lib and also ensures future support.

This plugin enables the control of Logitech Gaming products by porting these SDKs to the UE4 engine:

• Logitech|G ARX Control SDK
• Logitech|G LED Illumination SDK
• Logitech|G G-Key Macro SDK
• Logitech|G LCD Gamepanel SDK
• Logitech|G Steering Wheel SDK

Varest by Vladimir Alyamkin

VaRest is the plugin for Unreal Engine 4 that makes REST server communications easier to use.

List of Modules:
• VaRestPlugin (Runtime)
• VaRestEditorPlugin (Editor)

List of Features:
• Flexible Http/Https request management with support of different Verbs and Content Types
• No C++ coding required, everything can be managed via blueprints
• Blueprintable FJsonObject wrapper with almost full support of Json features: different types of values, arrays, binary data content, both ways serializarion to FString, etc.
• Blueprintable FJsonValue wrapper – full Json features made for blueprints!
• Both bindable events and latent functions are provided to control the asynchronous requests

Source: Unreal Engine blog.

by admin

Small and cheap STM32F103 boards from aliexpress

May 3, 2016 in ARM, Hardware, Microcontroller, STM32, Tips & Tricks by admin

arm_cortex_logoRecently I was looking for some cheap boards which would allow me to play with the STM32F103 microcontroller and I’ve found that Aliexpress has couple of versions of them sold quite cheap by various sellers, with a very affordable price tag. There are various incarnations of these boards, and with difference in the price range, so I went with these two in the end:

Read the rest of this entry →

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Android phones to get Android Marshmallow update

May 1, 2016 in Android, News by admin

android-logoAndroid marshmallow compiled a list of companies and their of list of devices that are expected or confirmed to get the new update. Follow this link for the entire article and the list compiled by manufacturers.

Source: here.

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Using the TCS3771 family of devices with OpenLPC on lpc1114

May 1, 2016 in Devices, Hardware, I2C, LPC1114, Microcontroller by admin

 TCS3771 and alike are a range of I2C RGB sensors allowing one to read not only light intensity but also it’s color. With a bit of care and consideration, the light intensity can be calculated with quite a precision. They provides red, green, blue, and clear (RGBC) light sensing and proximity detection (when coupled with an external IR LED). They detect light intensity under a variety of lighting conditions and through a variety of attenuation materials.

The device contains a 4 × 4 photodiode array, integrating amplifiers, ADCs, accumulators, clocks, buffers, comparators, a state machine, and an I2C interface. The 4 × 4 photodiode array is composed of red-filtered, green-filtered, blue-filtered, and clear photodiodes – four of each type. Four integrating ADCs simultaneously convert the amplified photodiode currents to a digital value providing up to 16 bits of resolution. Upon completion of the conversion cycle, the conversion result is transferred to the data registers. The transfers are double-buffered to ensure that the integrity of the data is maintained. Communication to the device is accomplished through a fast (up to 400kHz), two-wire I2C serial bus for easy connection to a microcontroller or embedded controller.

This article hooks up a TCS3771 to LPC1114 and provides some explanation and code to read the RGB and C values from the device.

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