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.
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!”
Epic Games has published on their forum the list of improvements available for Unreal Engine 1.15. A Preview of the upcoming 4.15 release is available now on the Launcher and Github.
This list provides a brief summary of updates in this Preview which may benefit from additional testing. Full release notes will be made available with the final 4.15 release. We may not be able to provide additional information about updates at this time.
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 :
The HackerBoards.com New Year’s 2017 guide to Linux friendly single board computers has now been published.
The HackerBoards.com New Year’s 2017 guide to Linux friendly single board computers has now been published. The project turned up 90 boards, ranging from powerful media playing rigs to power-sipping IoT platforms. A detailed analysis with summaries of each board is at http://hackerboards.com/ringing-in-2017-with-90-hacker-friendly-single-board-computers/, and a spreadsheet that compares the key specs of all 90 boards is at http://hackerboards.com/hacker-friendly-sbcs-table-170101.html
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.
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.
Tasks, a sort of “micro-job,” are a way for developers to connect with people who have skills to help them overcome roadblocks and keep their project moving toward the finish line. If you need help getting something done, you can post a Task on Unity Connect to broadcast a call for help. On the flip side, you can leverage your strengths to respond to Task posts and earn some extra income by helping others.
Being part of this new community doesn’t just benefit those who are looking for help. It also allows you to showcase your work and highlight your individual skills. You can build your visibility and reputation in the industry, engage with other creators, and even find creative inspiration. And, being present means you can be found by recruiters who are looking for Unity talent to fill their open positions — over 250 companies, ranging from small shops to large companies like Zynga, have already joined Unity Connect and started posting jobs.
If you are a recruiter or hiring manager, you can tap into the Unity Connect talent pool by creating a company page and posting your full-time or part-time jobs. You can also proactively source talent for your open positions using industry- and Unity-specific filters and skill tags. This allows you to zero in on the right people in a focused pool, and saves you the time of searching for needles in the haystacks of general professional networking sites.
Last week, at the Unite LA keynote, we announced the Open Beta of Unity Connect. Before the end of the show, thousands of Unity creators representing the full spectrum of game development skill sets — technical artists, programmers, level designers, VR specialists — had already signed on and started building their presence in the community.
source and more details: here.
A 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.