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Galileo is coming…

…in two weeks. Looking forward to testing it.

Surveillance Laws

I came across this comprehensive list (German link) of surveillance laws including votes of the big parties in Germany. Interesting read.

Android Developer Challenge

Google has announced the second Android Developer Challenge and I’m seriously considering taking part. They have ten different categories with three attractive prizes each and one overall category with three even more attractive prizes. Given the facts that there were only 1788 submissions last year, that I have already gathered some experience in mobile device development and that I do work with several Google APIs for my freelancing job I consider my chances not too bad. Idea, anyone? ;-)

On The Job on sale

If I had known this earlier. Currently, On The Job is on sale for 50% off on mupromo.com. I already mentioned this software in a recent post on software I use. If you’re doing freelance work on your Mac, have a look at that one.

Great Mac Wallpaper

While I’m at it, I could also post a great wallpaper I use on my Mac.

OH FUCK I CAN'T SWIM

Comes with multiple color themes.

Firefox AddOns and OS X Software I use

People seem to like posting their favorite plugins and software these days, so I thought I could add my little list of useful stuff here, too. I’m open to suggestions for other good extensions, of course.

Here’s my list of Firefox AddOns I am using actively:

  • Adblock Plus
  • Firebug
    A powerful debugging aid for web developers. Comes with e.g. a DOM explorer and a JavaScript debugger.
  • Web Developer Toolbar
    A toolbar which offers many useful functions for web developers. In particular, I like outlining of block elements or enabling read-only form fields.
  • FoxyProxy
    Manage proxy configurations and use them depending on URL patterns etc.
  • ImageZoom
    Zoom images with RMB and mouse wheel.
  • Foxmarks
    Synchronizes bookmarks. I found it particularly useful to define synchronization profiles so that I can separate work bookmarks from private stuff.
  • Tabinta
    Ever tried to enter a TAB in textarea controls? Tabinta allows you to use TAB there.
  • Flagfox
    Shows the country flag of the server’s origin in the address bar.
  • Split Browser
    Splits the browser window into multiple areas.
  • Nuke Anything Enhanced
    Allows to remove any DOM object under the mouse. Useful e.g. to get rid of layer ads that Adblock Plus doesn’t catch.

I also found the following OS X software to be useful:

  • On the Job
    I bought this one to do my expense tracking and invoicing when I do freelance work. It can be tested freely for 20 days and I really liked it from the beginning, but I got convinced to buy when it offered me another 10 days trial after the first period was over – wasn’t that nice?
  • Cyberduck
    Great FTP client.
  • TextWrangler
    Powerful text-editor with FTP-support.
  • The Unarchiver
    Unarchiver which supports plenty of file formats. Good replacement for the native ZIP tool which is pretty limited.
  • LabTick
    A little tool which keeps the keyboard light on all the time, independent of the ambient light.
  • Little Snitch
    Firewall which monitors outgoing traffic and keeps programs from “phoning home” if you don’t want them to.
  • ChMox
    Tool to read Windows CHM files.
  • 0xED
    Small and fast hex-editor.

2D Graphics

I was searching for a nice 2D graphics library today, again, because I wanted to piece something together very quickly. My requirements were:

  • Should be available for the Mac so that I could code with my MacBook Pro on my lap. Currently I really prefer this way of coding. Screw dual monitors!
  • Crossplatform would be a plus so that I could continue coding on the PC if need-be.
  • Should have a somewhat modern C++ API, i.e. SDL was out of the question.
  • Should provide basic shape drawing functionality (e.g. circles, lines,…) and font support (TTF or at least bitmap fonts) innately. SDL disqualified again.
  • Either mature enough to be almost bug-free or still under active development.

I came up with something that was described as a “C++ version of SDL” somewhere. I must admit, this didn’t sound very promising to me at first, but when I digged a bit deeper, I became confident that this was what I was searching for.

http://www.sfml-dev.org/

SFML has everything I need plus lots of other cool features. And the best is, it even comes with pre-compiled OSX frameworks and XCode project templates to get you started directly.

The standard main.cpp looks somewhat like that. It’s pretty straightforward and you can jump right in and take care for the more important things:

#include <SFML/Graphics.hpp>

using namespace sf;

int main( int argc, char* argv[] ) {
    RenderWindow app( VideoMode( 640, 480 ), "SFML Graphics" );
    while( app.IsOpened() ) {
        Event event;
        while( app.GetEvent( event ) ) {
            if( event.Type == Event::Closed ) {
                app.Close();
            }
        }

        app.Clear();
        app.Draw( Shape::Circle( 200, 200, 100, Color::Yellow, 10, Color::Blue ) );
        app.Display();
    }

    return EXIT_SUCCESS;
}

The only thing I don’t like so far is the PascalCasing for method names, but hell, you can’t have everything, can you? So I’ll be using SFML for some debug graphics for another project I’m working on, DVW-related.

14th day of work…

…in a row survived! Five more to go.

Some German comments on ELFrun

mattin posted at mac-tv.de and one particular comment gives a quite comprehensive feedback. Also, there’s a pictured review on a Swiss site, apfelkraft.ch.

Oh, and btw., version 1.5 is in the store and we’re working on version 1.6.

Did I mention the ELFrun review on iphonegamenetwork.com?

ELFrun highscore

Someone has cracked my long-time ELFrun highscore. Congrats!

ELFrun featured on YouTube channel

mattin found ELFrun featured on “Englishtwist’s” Christmas Countdown for December 3rd. If you want to see the whole ELFrun intro video (because you don’t have an iPod/iPhone, of course, otherwise you would indeed buy the game to watch it), have a look at his footage starting at about minute 4 :-)

There’s another video from “ipodtouchlab” who is featuring ELFrun over here with two (simple) levels of gameplay. I’m really wondering whether someone will ever make a movie of the harder ones.

ELFrun gameplay video #1

mattin created a new video which shows ELFrun from starting it up on the iPhone to finishing a level (and most of a bonus level). It’s one of the easier levels at the beginning (level 5), so there are not many obstacles and the speed is still pretty low. I guess playing a higher level through a camera is pretty much impossible.

ELFrun is also currently featured on TouchArcade.com, hooray!

I was a bit scared how fast ELFrun was pirated, though.

ELFrun available

ELFrun is available in the AppStore. Just follow this link.

And now, dear colleagues, please spread the word! Feel free to use one of the shots mattin posted and do some advertising. Greatly appreciated!

ELFrun submitted to the AppStore

I nearly shed a tear when mattin finally made it after 12 hours of struggling with code signing and stuff. Imagine that: a 3D artist builds, signs and deploys a whole C++ application using XCode and command line tools by himself. I couldn’t do something like that the other way round. I’m really proud to work with so amazingly talented people.

Now keep your fingers crossed that the AppStore people like it as much as we do.

Oh, and here’s just a little update to mattins posting:

ELFrun Highscores

The ELFRUN developers are fighting for the highscore during their last tests with the game. mattin, here’s my reply.

MATTHIAS has taken the lead.

MATTHIAS has taken the lead.

Now I’m stuck in level 20.

ELFrun is coming to your iPod/iPhone

Since mattin has let the cat out of the bag, here’s what we’ve worked on in the past weeks.

Head over to dermattin for more.

Crunch-time

I didn’t talk to my girlfriend very much lately. I didn’t read many blogs. I didn’t watch any movies. I didn’t breathe much fresh air. I didn’t use my PC for anything more than listening to music or fetching mails. I didn’t sleep much more than four hours the last two weeks or so. I neither wrote a single line of code for DVW nor attended the last sechsta sinn team meeting. I have a new game on my desk right next to me but I didn’t even bother to install it yet. I get asked whether I’m sick because I look like a zombie when I creep around the office in the morning at noon. I currently drink so many energy drinks that my heart beats heavily when I finally try to get some sleep (so eventually I don’t get any). I’m sitting here with the MacBook Pro on my lap, big headphones with music on my head and two separate headphones in my ears, one connected to the MacBook and one to an iPod. I wrote about 15000 lines of code in the last eight weeks in my spare time, and there’s a deadline coming so close so quickly that I fear I will hit me like a bullet train.

It’s crunch-time, baby.

Unity3D for iPhone ships on October 22, 2008

As an update on my article on 3D engines for the iPhone / iPod, Unity Technologies has announced the shipping of their 3D game development tool for iPhone starting on October 22nd, 2008. According to a heise news, prices will range from 400 to 1500 USD.

iPhone NDA dropped

Apple has dropped the iPhone NDA for released software. I guess now I need to release something really quick in order to be able to discuss iPhone development in detail and publically, right? So, you get what that actually means? It seems now that they cannot protect their stuff as much as they wanted, they at least want to make sure that people discussing the stuff have paid for the developer program first. As it seems, “released iPhone software” refers to the SDK itself, not released products in the AppStore. At least, this is what everyone else seems to think.

iPhone 3D engine test: SIO2

Yesterday, I digged deeper into the SIO2 3D engine which I mentioned in my last post. This is what I’ve thrown together in some hours of work. (Featuring a free model by Sven Daennart, one of my favorite 3D artists.)

SIO2 test application running on iPhone Simulator

The SIO2 API is very OpenGL-ish and features a bunch of C methods like “sio2ResourceGet”. It requires you to have one global attribute sio2 around which is the entry point into the engines internals, like the SIO2 window. (This is the point where it gets a bit annoying since every SIO2-related pointer in there starts with _SIO2… Hold on, I’m already using this sio2 global which you’re expecting me to have, so why do I need to type something like sio2->_SIO2window->_SIO2windowrender…?) I prefer an object-oriented approach anyway, so I started to wrap the engine into my own C++ classes which went pretty smooth so far. Fortunately, SIO2 comes with eight examples, each accompanied by YouTube video tutorials, and a skeleton project you can use for a jump-start. Moreover, a good part of the examples is documented inline, but still some API functions are lacking any documentation.

Featuring Theora video, OpenAL sound, Lua scripting and Bullet physics, SIO2 has an excellent basis to build upon. Still, there are drawbacks, e.g. it’s currently lacking support for skeleton based animation (but it’s in the works according to the page) and it doesn’t come with a scenegraph and thus doesn’t regard parent-child relationships modelled in Blender. Also, in order to attract some more people, there should be some written tutorials available since not everyone using it is a Blender expert also who can guess what the author is doing from watching the blurry and uncommented videos. But, don’t get me wrong here, I highly appreciate the excellent work and I’d just like to encourage the author to put more effort into documentation.