Remaking the basics series for the newest version of the unreal engine, since some of the code is now outdated/deprecated.
Cocos2d-x v3.13.1 is out!
This is a big release and highlights the following:
▪ `Label` color was broken
▪ applications will crash in debug mode if you don’t specify a design resolution
▪ may crash if coming from background by clicking application icon on Android
▪ `AudioEngine`: could not play audio if the audio lies outside APK. Also `AudioEngine::stop()` will trigger finish callback on Android.
▪ applications would crash if using `SimpleAudioEngine` or the new `AudioEngine` if playing audio on Android 2.3.x
Read the full release notes.
Cocos Creator 1.2.2 released!
Cocos Creator is a complete environment for game development tools and workflow, including a game engine (based on Cocos2d-x), resource management, scene editing, animation, physics editor, game preview, debug and publish one project to multiple platforms.
One 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 →
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.
In 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 →
Unreal 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.
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.
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!
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.
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 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.
via st.com press release:
STMicroelectronics, a global semiconductor leader serving customers across the spectrum of electronics applications, has extended opportunities to design free of charge with its popular STM32 microcontrollers for Linux system users including professional engineers, academics, and hobbyists.
Most Linux distributions are free, and open-source application software makes the Linux world attractive to technology enthusiasts. Until now, however, most development tools for embedded computing have been available only for Windows® PCs.
The STM32CubeMX configurator and initialization tool and the System Workbench® for STM32, an Integrated Development Environment (IDE) created by Ac6 Tools, supported by the openSTM32.org community, and available at www.st.com/sw4stm32, are now both available to run on Linux OS.
ST’s latest move means Linux users can now start their own embedded projects on STM32 devices, free of charge, without leaving their favorite desktop environment.
“The Linux community is known to attract creative free-thinkers who are adept at sharing ideas and solving challenges efficiently,” said Laurent Desseignes, Microcontroller Ecosystem Marketing Manager, Microcontroller Division, STMicroelectronics. “We are now making it ultra-easy for them to apply their skills to create imaginative new products, leveraging the features and performance of our STM32 family.”
ST’s commitment means users can now benefit from free software for configuring microcontrollers and developing and debugging code, together with manufacturer-supported low-cost evaluation boards, allowing greater focus on product development. Tools installation is very easy and fast, which contrasts with established practice in the Linux world, where users often have to create or adapt their own tools with minimal support.
“Since the launch of the System Workbench for STM32 in early 2015, its popularity has grown both on Windows and Linux platforms,” said Bernard Dautrevaux, Ac6 Tools Chief Technical Officer. “ST’s new tools for Linux both validate and complement our work and the openSTM32 initiative, and we plan to further support ST with major upgrades to System Workbench for STM32 in the future, including the support of OS/X as a development host.”
For the original article and more details, follow this link.
Here is a series of Multithreading articles in C++11/14