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Stingray Engine Code Walkthrough

January 20, 2017 in C, Game Engines, Programming, Stingray, Stingray, Tutorial by admin

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Low-level plugins in Unity WebGL

January 20, 2017 in C++, Game Engines, OpenCL, Tips & Tricks, Tutorial, Unity by admin

Last year the guys at Unity launched on their blog a series of technical articles on WebGL. They are now back with a new article, showing how to reuse existing C / C++ such as graphic effect written in OpenGL ES code in a webpage, using Unity WebGL.

For the article, follow this link.

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Live debugging ESP8266 with open-source tools

December 28, 2016 in C, C++, DIY, ESP8266, Microcontroller, Tips & Tricks by admin

The ESP8266 is a low-cost Wi-Fi chip with full TCP/IP stack and MCU (Micro Controller Unit) capability produced by Shanghai-based Chinese manufacturer, Espressif Systems.

Since 2014, when first came in the attention of the western makers, the documentation became quite available, together with couple of SDKs and firmwares for various programming langauges like Lua, together with the low price, made reasonable easy to develop applications hosted on this tiny chip. Some of this little chip’s features:

  • 32-bit RISC CPU: Tensilica Xtensa LX106 running at 80 MHz (can be overclocked)
  • 64 KiB of instruction RAM, 96 KiB of data RAM
  • External QSPI flash – 512 KiB to 4 MiB (up to 16 MiB is supported)
  • IEEE 802.11 b/g/n Wi-Fi
  • Integrated TR switch, balun, LNA, power amplifier and matching network
  • WEP or WPA/WPA2 authentication, or open networks
  • 16 GPIO pins
  • SPI, I²C,
  • I²S interfaces with DMA (sharing pins with GPIO)
  • UART on dedicated pins, plus a transmit-only UART can be enabled on GPIO2
  • 1 10-bit ADC

Although developing software to be hosted on it isn’t such a big challenge like it used to be due to the plenty of information available on the internet, debugging the code running on the MCU is a different story. Luckily, at the Attachix blog there is a series of articles about writing software for this MCU, and in the 4th article the owner was nice enough to describe how to set up step-by-step debugging of the code either by command line or even from Eclipse IDE. Please follow this link for the entire article.

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LibGDX game development with android studio – Creating Super Mario Bros

November 3, 2016 in Game Engines, Java, libGDX, Source Code, Tips & Tricks, Tutorial by admin

libgdx-logoA nice Youtube series of 32 videos by Brent Aureli about developing a Super Mario Bros game step by step using LibGDX and Android Studio. The videos include information about setting up libGDX with Android Studio, screens, viewports, aspect ratios, how to create a HUD, creating and rendering tilemaps, Box2D, spritesheeets and texture packer, animations, collisions, sound and music, moving & spawning items, and various other topics.

Read the rest of this entry →

Unreal Engine C++ Tutorial – Episode 1: Classes

October 5, 2016 in C++, Uncategorized, Unreal Engine by Adrian Marius

unreal-logo-smallRemaking the basics series for the newest version of the unreal engine, since some of the code is now outdated/deprecated.


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Cocos2d-x v3.13.1 and Cocos Creator 1.2.2 released

September 30, 2016 in Cocos2d-x, Cocos2d-x, Game Engines, News, Programming by admin

cocos2dx-logoCocos2d-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
`object.setString()` has not effect if passing a number on JavaScript bindings

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.

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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.


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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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