It turns out google has removed it from various links, so I don’t know how long this link will last, but here it goes:
http://www.blogger.com/revert-profile.g
Pretty simple but it took far too long to find it.
I like to view folders before my files with Files/Nautilus, and here is how to enable it :
In dconf-editor navigate to: org.gnome.nautilus.preferences key and set sort-directories-first to true.
After upgrading to Windows 10, my computer started randomly waking up. This extensive guide on superuser has proven time and time again to be a perfect guide to keep windows from waking up.
Here’s a code chunk with syntax highlighting:
var foo = function(x) { return(x + 5); } foo(3) $ echo $EDITOR vim $ git checkout master Switched to branch 'master' Your branch is up-to-date with 'origin/master'. $ git push Everything up-to-date $ echo 'All > done!' All done! You can write regular markdown here and Jekyll will automatically convert it to a nice webpage. I strongly encourage you to take 5 minutes to learn how to write in markdown - it’ll teach you how to transform regular text into bold/italics/headings/tables/etc.
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I really want to release a demo to get a feedback on the actual game, but there are a few things that I think should be fixed before I release a early preview build:
Redesign the hardcoded input system, I’m working on this now Add lights and shadows to the renderer, this will really help the player determine the depth when flying around and help immersion Add 2d rendering/menu, this will provide the GUI for the “press start to play” so the game know what control to accept input from Physics motor, this is perhaps the most important feature.
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It’s been a while since I posted, but I have been buried deep in rift and input
development. Rift development is pretty much done and I have rift support. I
have received my razer hydra and backed the stem system and I’m hoping I’ll
receive my sixense stem system in July.
I’m in the middle of adding oculus rift support to my engine, this is what happens when you mix up your matrices:

I have started implementing the basic controls for both the keyboard and joysticks and to test everything out I added basic thrust and torque controls, and while this is really hard to control as each torque requires a counter torque from stopping to spinning I started thinking. The WebGL version of lander and I recall the original (I still can’t get it to play on my win7 system) let’s you enter the desired orientation and let a AI controls the torque thrusts.
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I’m working hard, soon I will have input partly completed but in the meantime have a look at the physics in action on these stand-in graphics:
