Saturday, 6 September 2014

The Current State of ESP8266 Development

ESP A few weeks ago we caught wind of a very cool new chip. It’s called the ESP8266, and it’s a WiFi module that allows you to connect just about any project to an 802.11 b/g/n network. It also costs $5. Yes, there was much rejoicing when this chip was announced.


Since we learned of the ESP8266, there has been a lot of work done to translate the datasheets from Chinese, figure out how the SOC can be programmed, and a few preliminary attempts at getting this module working with an Arduino. Keep in mind, very few people have one … Read the rest






By Hackaday



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Not every house has rooms that turn 90 degrees, but this one does

It would seem that when Iran isn't busy putting the kibosh down on social media, its architects are designing some pretty crazy ways to beat the weather. Case in point: a seven-floor house in Tehran with three rectangular rooms that can rotate up to...



By Engadget RSS Feed



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Box integrates with Office 365 thanks to new beta tool

Office 365 users are encouraged into storing their files in one of two locations -- locally or on OneDrive. Microsoft's own cloud storage service is neatly integrated into its office suite, just as it is into Windows 8.1. There are ways to integrate other services such as Google Drive, but today Box launched a beta version of Box for Office 365 in a bid to bring the cloud service to Office. The new beta was announced at Box's BoxWorks event. There are also plans to add Box integration to Office for iPad, although no timescale has been suggested for this.… [Continue Reading]



By BetaNews



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Four short links: 5 September 2014

Intellectual Ventures Making Things (Bloomberg) — Having earned billions in payouts from powerful technology companies, IV is setting out to build things on its own. Rather than keeping its IP under lock and key, the company is looking to see …



By O'Reilly Radar - Insight, analysis, and research about emerging technologies



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Friday, 5 September 2014

How to Make the Most Out Of Pushbullet For Android and Chrome


Since its release, Pushbullet has quickly become a favorite amongst many Android users. This free application lets you "push" any link or image to your mobile phone right from your desktop or browser. This means that you don't have to get up and type in a link that you see on your desktop on to your smartphone.


However, besides pushing links, Pushbullet can be used to do a lot more. The following article helps you get more out of the service.


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By Tux Machines



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Internal Developer Training: Doing It Right

UV Exercise: the UV project modifier

Train your UV skills with this new CG Masters tutorial. Aidy Burrows writes: Flex those Blender UV skills with what should be a couple of simple UV exercises correcting UV's after extrusion! Blender's UV Project modifier will be particularly useful here too for real-time UVW auto alignment. Finally we'll wrap things up by taking a [...]



By BlenderNation



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Unreal Engine 4 now free for schools and universities

Unreal Engine 4 now free for schools and universities

As of today, universities and schools will be able to access Unreal Engine 4 for free.


Epic Games says this latest initiative to support academia will allow students to add high-end game demos and projects to their portfolios, as well as building their experience with the widely-used technology.


As with the subscriber version, Unreal Engine 4 includes the complete C++ source code, as well Epic's Blueprint visual scripting system.


Learning materials will also be available with Epic offering free tutorials and extensive documentation, complete sample projects and more.


"Nothing is stopping students from honing the skills needed to enter the range of fields using Unreal Engine technology, from entertainment software and film to visualisation, healthcare simulation and military training," said Unreal Engine general manager Ray Dvais.


"Students who know Unreal Engine technology have a huge advantage when it comes to job placement."


Universities and school can access Unreal Engine 4 through http://ift.tt/1pO7nJR.


Earlier this year, Epic Games launched Unreal Engine 4 with a new subscription model that allows developers to access the complete toolset and source code for $19 per month.






By Develop Feed



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Would-be game makers can sell each other new levels, art in Unreal Engine 4

Let's say you've been fiddling with Unreal Engine 4 for months and want the world to see the lovingly detailed recreation of your first college apartment -- right down to the hemp wall tapestries and the weird stains on the living room rug. Well,...



By Engadget RSS Feed



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Wednesday, 3 September 2014

Fredkin's Paradox Explains Why You Waste Time On Meaningless Decisions

Fredkin's Paradox Explains Why You Waste Time On Meaningless Decisions


Ever notice that you spend a full 15 minutes agonizing about whether to have apple-cinnamon pancakes or banana-walnut pancakes in the morning? Ever had that decision affect your day in any way? Fredkin's Paradox explains why you agonize anyway.


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By Lifehacker



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Sony's new tablet lets you play PS4 games and call your mother

There's a French phrase, un beau affreux, which means that something is ugly and beautiful at the same time. As soon as we got our hands on Sony's Xperia Z3 Tablet Compact, we wished the French had also come up with a phrase that means simultaneously...



By Engadget RSS Feed



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Sony Open-Sources A Universal Game Level Editor

Sony has open-sourced "LevelEditor", a level editing application for game levels that can be adapted to work with any game engine and uses a nice WYSIWYG interface...



By Phoronix



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Pitbull Bytes: The changing role of C/C++

In the PSone, Saturn and Nintendo 64 era, C was the dominant language. C compilers were in the toolchains of all platforms. The hardware APIs were in C.



Expectations, designs, team sizes, timescales and costs were all growing. It wasn’t feasible to rewrite a game for every platform, nor was it possible to hire huge numbers of programmers familiar with the hardware for every system.



C had long been established as efficient and portable, including to future systems. Hardware still differed, but it was now fast, similar and capable enough of abstracting game logic from platform concerns without significant cost. Assembly would still be used for performance-critical areas behind the abstraction layer.



Even certain C features tended to be avoided. Heap allocation was often outlawed after program initialisation due to performance/determinism concerns, and real numbers were represented in fixed point instead of floating point due to most platforms’ lack of a dedicated FPU.


Level up

The PS2, Xbox and GameCube era saw a shift to C++. Higher quality compilers were becoming available, with a desire to use language features to improve programmer productivity expression. Graduates were coming into the industry with C++ knowledge.



However, this move wasn’t greeted with open arms. Performance-critical areas like rendering and physics often remained in C, ported over from older codebases. Some resented wasting cycles on anything beyond the platform abstraction. Some said C++ obfuscated the compiled code. Some disliked the syntax. Some saw no need for new language features. Each concern had validity, but the shift was inevitable.



The amount of C++ used varied, but tended to be based around basic inheritance and virtual functions. Floating point was finally available to all, but some games still outlawed the use of heap allocation after start-up, requiring the use of arena-based allocations or fixed capacity containers. Virtual functions were used but the small caches available on PS2 meant penalties on every dynamic dispatch to load objects vptrs and vtables.



Experiments with templates began, tempered by fears of code bloat. Careful design with the kind of type aliasing tricks you would find in C (later to be formalised as ‘type erasure’) would mitigate some of that, but template (mis)use tended to produce the most friction in teams.


The arrival of multiprocessing

In the PS3, Xbox 360 era, C++ was prevalent. C still had its role, but middleware libraries tended to expose C++ APIs, and engines and games were in C++.



Few of C++’s features seemed to be off-limit – though exceptions and RTTI were still notably absent due to their runtime cost. Templates began to dominate codebases and compile and link times would suffer as a result, thanks to the compilation model inherited from C.


With multiprocessing now commonplace, work would get farmed off to other systems to run concurrently. This freed up the CPU to do more game logic in script languages for higher productivity, as the hardware was now capable of hosting embedded interpreters alongside its other work. Scripts could be reloaded on the fly, or at worst require a restart, rather than a slow build/link step.


Now, it seems nothing is taboo. The growth of powerful mobile devices and the flood of quality, cheap engines have seen games being written from scratch in all kinds of languages. C++’s CPU speed advantage is shifting towards compute shaders and the CPU becoming more of a task manager. Less game logic is being written in C++, the need to count bytes and cycles becoming increasingly redundant.


Today, and the future

So where does C/C++’s future lie? Engines will continue to strive for optimality. The C ABI has settled on being the de-facto for any new native system, and C/C++ compilers are available on every mainstream platform, allowing the creation of (mostly) portable code which runs natively without any runtime penalty.



C++ itself is moving in a different direction. Many languages are satisfied to express object-orientation in varying syntaxes but C++’s embrace of value semantics and generic programming is relatively unique, providing type-rich codebases where types encapsulate intent and programs do the best thing because the type system knows how components are assembled. It is also being positioned as giving the most performance per watt – important in a world increasingly concerned with reducing its power usage.



Now, if only they could fix those damn compile times...



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By Develop Feed



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Project management: There is no right or wrong

Project management: There is no right or wrong

During my recent talk at the Develop Conference, someone asked me how we approach project management, particularly what methodologies we use and specifically the parts relating to iteration.



This got me thinking about my opinion on agile and waterfall project management methodologies, the two most commonly discussed and used in games.



Agile has become something of a buzzword in the game industry in recent years, largely because it allows for iteration and does not require full design upfront. Before agile was adopted by the game industry, waterfall was a more usual management method but has caused many development problems over the years.



Its structure is rigid and does not allow for changes to design and it directly assumes you know exactly what you are building before you start. Whilst that may work well with more application driven software, it is nearly impossible to implement correctly in game design, where you can’t, and shouldn’t, try to know every detail before you start.



I’ve worked on a lot of games over the last six years. Most of them on the smaller end of the scale, with two-to-six month development cycles, but I have also worked on a number of projects with up to 12-month development periods. This includes games of different technologies, genres and feature sets, with varied team sizes, all presenting unique challenges. Most of the work I have done has been work-for-hire, and those projects have ranged from very open briefs with the design, timelines and budgets defined by us, to fixed briefs where we implement what we are asked to.



Throughout this, we tried many different approaches to project management, learning about agile and waterfall in particular. My conclusion through all of this is that:



a) There is no right or wrong answer, different projects and teams need different solutions, and:



b) Whatever is right for you is probably a mixture between various methodologies, and following any one precisely is going to lead to processes for processes sake.



The right solution really does depend on the project. For example, when a client comes to you with a brief, they will usually want to know (and reasonably so) a fair amount of information, e.g. what features it will have, timescale, what you will deliver and what it will cost.


If you decide to follow a purely agile process, you will at best only be able to provide two of these. Either you commit to a timescale and cost, but not what it will include, or you could commit to what the game will be, but not have an answer when it comes to the timescale or cost. If you are lucky enough to get a client who is happy to work on this basis, that’s great, we had it happen once in 40 projects.



In most client projects, you need to commit to a feature set, a deadline and a budget. Therefore, you could revert to a pure waterfall method – but we all know the risks that this entails, not producing a game that is fun, even if it meets the brief.



Compare this to developing your own IP. You probably have some boundaries, maybe you have a fixed amount of money, or you know you need to release the game by a certain point, and hopefully, you know what you want to achieve, but not every detail. This is a lot more conducive to an agile approach, but what if your team is three people – do you really need to follow the methodology processes to the letter or will you then spend more time project managing than actually developing the game?



Consider a two month development cycle on a small game – if you do two week sprints, how can you actually get a game done in that time period? If you have six months on the other hand, you can probably be confident of delivering something through a more agile process.



Another defining factor when deciding on a management method is your team. If you have a team of industry veterans, led by management who are there solely to manage the process, an agile type approach could well be preferable, because the team members can manage themselves relatively well, and have the backup of the managers to track progress. You will still have a large budget to manage, which can easily spiral out of control.



Compare that to a team of mostly inexperienced developers or graduates, in a small start-up with management who wear ten different hats a day. Can that team really support a truly agile process and deliver effectively?



Lastly, I feel it is important to mention the large number of software tools available to help you with your development; they range from the very simple such as Trello, to extremely comprehensive systems like Hansoft. Software is only really there to aid with your process and should not in any way define it, once you have decided on your method; you simply find the right software or solution to best support it. The right way for you could even be as simple as post-it notes on a board.



We tried a great deal over the years, and no single one was perfect. It's very important not to get hung up on the tools, use them to support what you are doing already. Keeping it as simple as possible is often more beneficial than a needlessly complex system.



My belief therefore is that a mixture between methodologies and finding what works for you is the best approach. Do not feel that you have to follow anyone else’s process. Learn about them, understand their benefits, adapt the ideas and then take those and create a process which works best for you and your team.



Your process may vary slightly per project, and I’m sure it will evolve and improve over time but this will come often from making mistakes as much as making good choices.



Ella Romanos is a consultant on commercial development, design and production for games, and commercial director of Strike Gamelabs. www.ellaromanos.com/@ella_romanos, http://ift.tt/1qqcONC/@strikegamelabs






By Develop Feed



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Portability and Extensibility via Layered Product Design

Designing products in clearly separated layers makes it possible to consign non-portable code to low-level APIs — simplifying both portability and future extensibility.



By Dr. Dobb's All



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Tuesday, 2 September 2014

Unreal Diaries: Giving Android the power to rival PC

Unreal Diaries: Giving Android the power to rival PC

In contrast to showing off the latest iOS capabilities on Apple’s stage, as seen with the Unreal Engine 4-powered Zen Garden playthrough at WWDC, Epic Games recently launched a massive effort for Android when Google needed help demonstrating the graphics power of L, the upcoming release of its mobile OS Android.



Epic teamed up with the graphics and tech experts at Nvidia to meet the requirements, which held that the demo should run on an Nvidia Tegra K1 mobile processor and utilise the new features of AEP (Android Extension Pack), a set of APIs that extend the functionality of mobile graphics standard OpenGL ES 3.1.



In less than three weeks, Epic created the Rivalry demo. Set in the Reflections Showcase – which is free to developers subscribed to Unreal Engine 4 – the scene was originally built for a DirectX 11-class PC.



Epic and Nvidia ported the demo, along with new and original content, to Android and AEP. The Rivalry demo runs on the same high-end desktop rendering pipeline.






“It’s the GL ES 3.1 AEP path running the DX11-based desktop UE4 engine,” says Epic’s senior rendering engineer Timothy Lottes. “Same crazy fat G-buffer, deferred shading, reflection probes, screen space reflections, temporal AA algorithm, and so forth, using the scalability options that desktop has. All of this, running on a Tegra K1.”



Google, Epic and Nvidia are providing all the tools developers need to build incredible games for Android devices. AEP adds powerful new extensions to OpenGL ES, bringing PC and console-class features, including tessellation and compute shaders, to Android.



Epic is releasing its work in real-time through the Unreal Engine source code hosted on GitHub, plus free demo content is regularly being pushed to subscribers.



For more information, visit www.unrealengine.com. You can also check out Epic’s archive of Twitch broadcasts at http://ift.tt/1nrVILd.






By Develop Feed



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Four short links: 2 September 2014

Antilogs — There are companies before you who have done something like you want to do that you can copy from, and others who have also done something similar, but that you choose not to copy from. These are your …



By O'Reilly Radar - Insight, analysis, and research about emerging technologies



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Monday, 1 September 2014

Four short links: 1 September 2014

Sibyl: Google’s System for Large Scale Machine Learning (YouTube) — keynote at DSN2014 acting as an intro to Sibyl. (via KD Nuggets) Bitrot from 1997 — That’s 205 failures, an actual link rot figure of 91%, not 57%. That leaves …



By O'Reilly Radar - Insight, analysis, and research about emerging technologies



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