Announcing Handmade Quake

December 23, 2015 in C, Game Engines, Uncategorized by Adrian Marius

I am proud to announce Handmade Quake, a series dedicated to the art and engineering of 3D video game programming.


Announcing Handmade Quake!

Unreal Match 3 mobile game source published

December 21, 2015 in Game Engines, Source Code, Tips & Tricks, Tutorial, Unreal Engine by Adrian Marius

2015-12-21 18-33-52 Unreal Match 3 - Android Apps on Google Play

Unreal Match 3 is a fully-featured match three-style game. Epic believes that this project can become “learning resource to help people learn how to make great games and apps”

Unreal Match 3 shows how you can use the popular engine to build optimized mobile products for a wide range of mobile devices. It also serves as a great example of how you can implement such features as achievements, analytics and in-app purchases in your game.

The project was developed from the good up by Epic’s learning resources team in just a few months. You can download the game, or you can actually download all the assets and source code, to study the production and make something of your own.


Videos for this Learning Series


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Modern C++ Features – nullptr

December 17, 2015 in C++, Tips & Tricks by Adrian Marius

c++Probably everybody who has written C++03 code had the pleasure of using NULL and stumbling over one pitfall or another. C++11 brought the solution to those issues with nullptr.

Modern C++ Features – nullptr

Reactive Database Access – Part 2 – Actors

December 16, 2015 in Java, Programming Languages, Scala by Adrian Marius

We’re very happy to continue our a guest post series on the jOOQ blog byManuel Bernhardt. In this blog series, Manuel will explain the motivation behind so-called reactive technologies and after introducing the concepts of Futures and Actors use them in order to access a relational database in combination with jOOQ.

manuel-bernhardtManuel Bernhardt is an independent software consultant with a passion for building web-based systems, both back-end and front-end. He is the author of “Reactive Web Applications” (Manning) and he started working with Scala, Akka and the Play Framework in 2010 after spending a long time with Java. He lives in Vienna, where he is co-organiser of the localScala User Group. He is enthusiastic about the Scala-based technologies and the vibrant community and is looking for ways to spread its usage in the industry. He’s also scuba-diving since age 6, and can’t quite get used to the lack of sea in Austria.

This series is split in three parts, which we’ll publish over the next month:

Getting Started with Unreal Engine from Visual Studio

December 16, 2015 in C++, Programming Languages, Unreal Engine by Adrian Marius

Visual Studio has partnered with some of the most popular game engines to bring you an easy acquisition experience for game development tools.  Today we are pleased to confirm that we now provide the ability to acquire and install the Unreal Engine directly from the IDE.

Make Games with Python: a fantastic new e-book

December 16, 2015 in Programming, Python, Raspberry PI by Adrian Marius

Make Games with Python is designed to help you learn the coding skills you need to create amazing games and applications on your Raspberry Pi. The best bit? The price starts at free

While countless millions of us like nothing more than spending hours racking up high scores on our favourite games, too few of us are exposed to an even more gratifying way to spend the evening – making them.

Written by technologist and tinkerer, Sean M. Tracey, Make Games with Python is made up of ten chapters that take you on a whirlwind tour of Pygame’s game-making capabilities. The book helps you learn essentials Python skills like lists, dictionaries, classes and more.

Here’s a quick breakdown of what you can expect to learn:

  • Creating shapes and paths
  • Movement and animation
  • Using the keyboard & mouse
  • Adding sound and music
  • Simulating physics and forces
  • Building classes for actors
  • Creating your own shoot-em ‘up
by admin

World’s Largest Arduino Maker Challenge

December 15, 2015 in Hardware, Microcontroller by admin


Phase I: 1,000 Lucky Makers

The 1,000 makers who submit the best project ideas will win the newly releasedArduino MKR1000 (US only) and Genuino MKR1000 (Outside US) boards. If you win, you’ll be one of the first people on earth to get hold of these precious boards! The MKR1000 is a small SoC (System on Chip) that combines the functionality of the Arduino Zero and Arduino Wi-Fi Shield.


Phase II: 3 Big Winners

We will award the three winners who submit the best completed projects.

The prizes for these three finalists are the most exciting of all: a fully-funded (up to $1,500) trip to Maker Faire Shenzhen, New York, Bay Area or Rome; a chance to present your creation at the Microsoft and the Arduino & Genuino booths; a professional video production of you and your creation; and a whopping $500 gift certificate to Adafruit.


For more information follow this link.

Create a Game in Unity 5 : Top Down Shooter

December 15, 2015 in C++, CSharp, Unity by Adrian Marius

unityLogoIn this series we will be creating a fun top-down shooter style game using C# in the Unity engine.

The series is quite fast paced, and aimed at an audience that is already comfortable with the basics of Unity and C# programming. I hope you enjoy.

Follow me on twitter @SebastianLague
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by admin

Android daily builds back online

December 10, 2015 in Android by admin

android-logoAndroid x86 (Marshmallow) nightly builds are back online. The bootable ISOs can be downloaded from this link for both 32bit and 64bit architectures. The build is made each night, and unless it 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.

Cinematic Image Effects in Unity

December 10, 2015 in Unity by Adrian Marius

From Unity Blog:

At Unity we are currently developing a number of new Image Effects. The idea behind these effects is that they should look amazing and scale to different hardware levels (where possible).

Screen Space Raytraced Reflections

The effects currently in development are:

  • Screen Space Reflections
  • Tonemapping & Color Gradingtonemapping and colour grading
  • New Antialiasing (SMAA)
  • Depth of FieldDepth of Field effect

We will be adding more as we start to finish these current effects up.



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