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unreal-logo-smallRemaking the basics series for the newest version of the unreal engine, since some of the code is now outdated/deprecated.


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.


by admin

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 →

by admin

Using the LPC11xx I2C driver

February 17, 2016 in ARM, C, Code Snippets, Hardware, Microcontroller, Programming, Source Code, Tips & Tricks, Tutorial by admin

arm_cortex_logoShort article on using the I2C driver with LPC11xx for the people who don’t want over the way too complicated sample included with the library and just look for a quick way to get I2C up and running as soon as possible. For accessing the article, follow this link.

Multithreading in C++11/14

February 3, 2016 in C++ by Adrian Marius

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



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.

Updated the free “Angular 2 Fundamentals” course to the latest beta

January 8, 2016 in Javascript, Programming, Programming Languages by Adrian Marius

Javascript128Updated the free “Angular 2 Fundamentals” course to the latest beta:

Angular 2 is currently in pre-release, but it’s time to start learning the basics and the “Angular 2 Way” of building applications.

In Angular 2, the component is the core primitive building block of your application. This series of lessons you will dive into components, and learn how they are assembled in Angular 2.

It should be noted that Angular 2 is beta software! We will be keeping these lessons as up to date as possible.


To access the free course, follow this link

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