by admin

Stingray Engine Code Walkthrough

January 27, 2017 in C, Game Engines, Stingray, Stingray, Tutorial by admin


C++11 multithreading tutorial

January 23, 2017 in C++, Tutorial by Adrian Marius

The code for this tutorial is on GitHub:

In  previous tutorials I’ve presented some of the newest C++11 additions to the language: regular expressions, raw strings and lambdas.

Perhaps one of the biggest change to the language is the addition of multithreading support. Before C++11, it was possible to target multicore computers using OS facilities (pthreads on Unix like systems) or libraries like OpenMP and MPI.

This tutorial is meant to get you started with C++11 threads and not to be an exhaustive reference of the standard.



by admin

Stingray Engine Code Walkthrough

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

by admin

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.

by admin

Unreal Engine sponsors Global Game Jam2017: Development resources released

January 19, 2017 in Game Engines, News, Tips & Tricks, Tutorial, Unreal Engine by admin

From the Unreal Engine blog:

“Running over 48 hours from January 20 – 22, the Global Game Jam will bring developers across the world together to build games. Last year, the event had grown to over 630 sites in 93 countries with over 30,000 jammers, and this year seems set to build on that!

As proud sponsors of the event again this year, we want all of the UE4 developers taking part to be able to get the most out of the engine. In light of this, we asked Mathew Wadstein (well known for his YouTube training videos) to come up with a tips and tricks series. Mathew has created a massive, 27 video, UE4 game jam series to help those participating in the GGJ be more successful with their UE4 games.

This series has many helpful videos including:

  • Quickly building a menu
  • Cooking and packaging
  • Audio tips
  • Materials and HUDs
  • How to use all of our templates
  • Much, much more!”

The entire playlist can be reached here. For more information, follow this link.

Build your PiZero Swarm with OTG networking

January 7, 2017 in Hardware, Raspberry PI, Tips & Tricks, Tutorial, Uncategorized by Adrian Marius

The Raspberry Pi Zero can act as a network adapter via a USB cable enabling you to carry around a Docker Engine and full Linux OS in your pocket.

Here is the article on building a PiZero Docker Swarm :

View image on Twitter
by admin

Bitbanged USB stack on a sub-$1 Cortex M0+ MCU

January 5, 2017 in ARM, Devices, DIY, Hardware, Microcontroller, Tips & Tricks, Tutorial by admin

A nice presentation about how to get USB running on an sub-$1 Cortex M0+ ARM microcontroller that has no built in USB hardware. The talk describes the implementation of a new bitbanged USB stack, starting with a primer on the USB PHY layer and continuing up the stack, concluding with “Palawan”, a feature-complete open-source bitbanged USB Low Speed stack available for use on microcontrollers priced for under a dollar. We’ll go over requirements for getting USB to work, as well as talking about USB timing, packet order, and how to integrate everything together.

by admin

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 →

by admin

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 →

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 →

Skip to toolbar