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GitHub - sd65/MiniVim: My way to see Vim. Android. Audiokinetic. Exportation de classes C++ dans une bibliothèque dynamique sous Linux. Les bibliothèques dynamiques sous Windows (les DLL) permettent, d'utiliser des classes C++ de manière simple.

Exportation de classes C++ dans une bibliothèque dynamique sous Linux

Avec un peu d'astuce et grâce aux primitives C permettant la gestion des bibliothèques dynamiques, il est possible de manipuler les classes présentes dans les bibliothèques dynamiques. L'avantage principal de cette exportation est que la simplicité et la robustesse du code est accrue. Le principal inconvénient est la difficulté de mise en oeuvre et le fait de devoir passer par des primitives C qui sortent un peu du cadre du C++ (ceci est un avis personnel). Mise au point de bibliothèque dynamique (1/3) (English translation here) Lors d’une récente session de formation, une conversation avec un participant m’a poussé à vérifier les options nécessaires pour effectuer du débogage et des tests en couverture sur une bibliothèque partagée.

Mise au point de bibliothèque dynamique (1/3)

Une bibliothèque dynamique (fichier – so pour Shared Object) est chargée dans la mémoire du processus au moment de son démarrage. Le fichier exécutable et la bibliothèque sont indépendants avant le lancement de l’application, et peuvent être maintenus séparément. Machine Learning for Developers by Mike de Waard. Most developers these days have heard of machine learning, but when trying to find an 'easy' way into this technique, most people find themselves getting scared off by the abstractness of the concept of Machine Learning and terms as regression, unsupervised learning, Probability Density Function and many other definitions.

Machine Learning for Developers by Mike de Waard

A successful Git branching model » In this post I present the development model that I’ve introduced for some of my projects (both at work and private) about a year ago, and which has turned out to be very successful.

A successful Git branching model »

I’ve been meaning to write about it for a while now, but I’ve never really found the time to do so thoroughly, until now. I won’t talk about any of the projects’ details, merely about the branching strategy and release management. It focuses around Git as the tool for the versioning of all of our source code. (By the way, if you’re interested in Git, our company GitPrime provides some awesome realtime data analytics on software engineering performance.) Gravity in Action - Tuts+ Code Tutorial. The study of forces is of central interest in dynamics, the study of causes of motion and changes in motion.

Gravity in Action - Tuts+ Code Tutorial

Gravitational force is one example; it is this which causes satellites to revolve around planets and us to stay on the ground. In this tutorial, we will build a simulation of such phenomenon and be able to observe, experiment and play with particles on the scene. Among all particles generated, one main particle will attract others. As these particles move towards the main one, users can click on this main particle to drag it around, causing these particles to redirect their course. These particles will stop moving as they collide with the edge of main ball, but they won't overlap each other.

The structure of this tutorial is arranged in a manner where a brief theory in Physics in delivered before introducing the implementation of the simulation. Let's take a look at the final result we will be working towards: First, a Physics preface. How to overwrite stdout in C. [C#/Unity] 2D Camera tutorial - Phil's Adventure Game. This Tutorial explains the ideas behind the 2D Camera from Phil's Adventure and how it was implemented.

[C#/Unity] 2D Camera tutorial - Phil's Adventure Game

The camera is an important part of every game and needs to be considered in the game design. The camera should be seen as an important game mechanic since a poorly implemented camera can ruin every good game experience. The design of the camera should take in account the rest of the game design and should be thought throw accordingly. Here, I want to present the solution I found for my platformer Phil's Adventure My 2D camera is platform-snapping and has a threshold triggered dual-forward-focus. The camera in action looks like this: The reason for choosing this a bit more complicated version of a 2D camera is that I want: 1. You can download the full script here: In the video above you can see several borders.

First let's discuss the Y-Axis, since this is the easier part. Y-Axis I set a tolerance for the camera that is larger than a tile height. Generating Fur in DirectX or OpenGL Easily - Tutorials made easy! Fur Effects - Teddies, Cats, Hair Have you ever watched Monsters Inc?

Generating Fur in DirectX or OpenGL Easily - Tutorials made easy!

Or other movies like Shrek? Or possibly played a computer game on your xbox where the hero character has realistic looking fur, and wondered just how you could do that? I bet you thought it was really really hard. The guide to implementing 2D platformers. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details.

The guide to implementing 2D platformers

The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.


Réseau de neurone. C. Start - Flyspray - The Bug Killer! Web.