Not Impossible : Storing C++ Virtual Method Pointers in C Callbacks.

A good friend challenged me while we where investigating vtables and various ways to create a reflection system without macros. He stated, “It is impossible to store a virtual method pointer in a C callback”. I decided to prove him wrong. Here, I present the result of this investigation. Continue reading “Not Impossible : Storing C++ Virtual Method Pointers in C Callbacks.”

Game Design Memory Lane – Legacy of Kain: Soul Reaver

I’ve recently started playing old gems, classics, in an effort to further my game design knowledge, ideas and culture. The games I have chosen are completely new to me. It is truly interesting to delve into very old titles, especially when you remove the nostalgia factor. Here I write my thoughts, impressions and lessons learned from some of these games. Continue reading “Game Design Memory Lane – Legacy of Kain: Soul Reaver”

Eve Online isn’t hard, it is annoying

I’ve recently subscribed for another month of Eve Online. I played a long time ago, and quit after space life got extremely boring and lonely. Last time I logged in, I did so with 4 friends during a discount period. What I write here are my personal thoughts, and some echoes of these long gone pilots. Once my gaming friends left Eve, everything changed. Why the game didn’t appeal to them could fuel a discussion on its’ own.

Continue reading “Eve Online isn’t hard, it is annoying”

Fun with std::threads!

I’ve recently gotten more and more involved with the Wine project. I am a gamer, after all, and having only a Mac laptop and OS X makes it somewhat hard to play games. While debugging wine logs, I’ve encountered a problem many face when using +relay. You can’t just ignore those 4 GB logs, as they often contain the exact reason, or more precisely, the exact location your game/software crashed. I use Sublime Text to read those, it is so far the most performant editor when handling huge text files, quickly and easily dealing with gigabytes of logs. Consider me impressed. Continue reading “Fun with std::threads!”

Adding a huge image gallery to wordpress.com

I am hitting many of the imposed limits on my free blog. I recently wanted to share a ton of textures, but since they were to big for the free space allowed, I resorted to a little “trick” if you will. I ended up creating a script to generate a huge html thumbnail gallery, using a table. It seemed like the best of the available options. Continue reading “Adding a huge image gallery to wordpress.com”

LibAV, libAO and QT5 audio player tutorial.

A while back I was working on some audio prototyping. I made a simple audio player prototype and was experiencing with different audio plugin APIs. I decided to use libAV (not libavcodec from ffmpeg) for the simple reason that its’ documentation is much much better than ffmpeg. I highly recommend to take advantage of that. There are many examples, code snippets and explanations here. Of course, API documentation is a bit dry when you first start using a library, so here is a tutorial and a good base you can use to build upon. Continue reading “LibAV, libAO and QT5 audio player tutorial.”

Thoughts on releasing music under CC licenses.

A few years back, I released 2 tracks on OpenGameArt. I hadn’t composed any musical pieces in many years, and I took the opportunity to try something new. Not only dip my toes into musical composition again, but also share my work with the world. All my previous songs had never been heard by anyone other than close friends. The experience was nerve-racking but very satisfying. Continue reading “Thoughts on releasing music under CC licenses.”