Watch “Tips on getting started with competitive play in the Unreal Tournament alpha” on YouTube

Honestly I love this guy and how he breaks down the competitive play required for one of my favourite series of all time

It’s been a while but hello again

It’s been ages since I’ve posted anything for you good people that follow me (or the lurkers, you’re welcome too) but I just got something put together on my home site about a night market I was at a few night ago in Koh Samui. It was amazing and I loved the food and the scene. Something I could recommend to anyone that visits this fine island!


Koh Samui night market

Using your raspberry pi as a quake server

Being an admin on your own server is bad ass. Quake is bad ass. Therefore running and being an admin on your own quake server means the most bad ass things of all. Only topped with being put on a raspberry pi.

Well for this one, it’s just something to fill in while I’m on holidays. All credit for this post goes to the good people at quake Ireland for their ongoing support of the quake and the Irish community.

If you wana set up you own quake server on you pi. Check out guide 1 and guide 2 on two different set up and give those guys over there some love. They’ve been at it years and have earned it

Procedural Planets

Came out looking pretty cool

Flashy Programming

I recently heard about the upcoming game No Man’s Sky and was intrigued by the concept of procedurally generating planets. So, I threw together a much, much, much simpler version. Every planet is unique and generated entirely in code.

First in 2D

Then in 3D

The 3D one ended up leading me into a small study of bloom filters, which did a pretty good job of simulating an atmospheric glow. I also implemented some simple physics to simulate gravitational motion.

Here’s a clip of it in action.

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Hackers gotta hack

I’m a little tired of hearing this. Hackers can and will get through any system. You can not store anything on a server for any period of time and expect it not to he hacked. This is a story every country does to every country and until data is stored in a why where the data isn’t contained in one place, this will always happen

Russian hackers reportedly breached the House of Representatives’ email system

Learning Rust: More Modules! More Tests! More Types!

Rust seems kind of cool

Stewart Charles

Since the last post, there have been several incremental changes made to the game module. First, the module has been expanded to include sub-modules for the network component, and an additional module for testing. These sub-modules have yet to be implemented, but are declared for structural reasons. The tree view of game module is shown below.

Screen Shot 2015-08-03 at 6.35.56 PM

Revenge of the Modules!

As you can see, the complexity of our project is increasing! While it’s tempting to try and cram the entire program into a single file (actually, it’s not tempting…), we would be better served breaking our project into sub-modules. This is a convenient way of dissembling our project into it’s elementary but related components, which allows us to sensibly navigate our rather complicated hierarchy of related data types, functions and items.

Sub-Modules are ‘linked’ to the parent game module by declaring them from the entry point of the crate…

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How I Debug things

I like insights and this covers a good one

Mike's Tech Blog

One day, while I was writing some C#, a coworker commented on a line I wrote:

var foo = getFoo();

“Don’t use var!” he exclaimed. “Use a concrete type. Otherwise, how would I know what foo is?”

I was willing to accommodate him, so I updated the selection:

Object foo = getFoo();

He was not amused, however, if the only way I’m using foo is:

Object foo = getFoo();

Then what is the problem? My code will compile, after all.

Two different modes of thought

His basic issue came down to trying to debug my use of foo. Let’s say foo.toString() wasn’t doing what it supposed to, here is how he would look at the code before testing it:

  1. Determine the specific instance of foo by inspecting getFoo
  2. From this, project what state foo would be in at runtime (variables, fields, and whatnot)
  3. Trace out how the…

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