Unreal Engine 4.13 Released

October 5, 2016 in Unreal Engine by Adrian Marius

unreal-logo-smallThis release brings hundreds of updates for Unreal Engine 4, including 145 improvements submitted by the community of Unreal Engine developers on GitHub



Unreal Engine 4.13 Released!






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Blender 2.78 is released

October 1, 2016 in News by admin

blender-logoThe Blender Foundation and online developer community are proud to present Blender 2.78, released September 30th 2016! This release aims to be a very stable one, so that developers can focus better on Blender 2.8 work. Here are some of the highlights:

  • Spherical Stereo images rendering support for VR
  • Grease Pencil is now a full 2D drawing & animation tool!
  • Viewport Rendering improvements
  • New Freehand curves drawing over surfaces!
  • Bendy Bones, powerful new options for B-Bones
  • Alembic support: import/export basic operators
  • Cloth Physics: new Dynamic Base Mesh and Simulation Speed option
  • New Add-ons, individual preferences, Python APIs changes, and a lot of new & updated add-ons!
  • Many more features, improvements and the usual huge bug-fixes list.

For the original post and download, go here.

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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.

Google Play is launching on Chromebooks

August 11, 2016 in Android by Adrian Marius

At Google I/O 2016, Google announced that Google Play would be launching on Chromebooks. As an Android developer, your apps will soon be compatible with Chromebooks. Here’s how you can improve the Chromebook experience for your Android apps:

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Cocos2d-x v3.12 released!

July 22, 2016 in Cocos2d-x, Cocos2d-x, Game Engines, News by admin


Cocos2d-x v3.12 is out. This is a big release and highlights the following:

This release brings bug fixes and API maintenance, as well as:
* fixed Android performance issues
* add experimental VR support
* add Tizen support
* Web engine performance improved in WebGL mode
* support obb extension on Android

A detailed list of changes, improvements and fixes can be found here.

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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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Android-X86 Nightly builds are back

May 18, 2016 in Android, News, Tips & Tricks by admin

android-logoThe nightly builds for Android x86 (Marshmallow) are back for a while now and it seems they’re working as expected.

The bootable ISOs can be downloaded from this link for both 32bit and 64bit architectures. The build is made each night, freshly from the repository and unless the build fails, the ISO-s are updated.

It should boot either from USB or any other media. The page contains information about how to test it.

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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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