After only 6 months since I became an Amazon employee, I received this piece of puzzle where it says that I'm an Amazon inventor. I always had ideas in my mind from the early age, so it doesn't surprise me: sooner or later it had to happen.
The piece looks solid, well-made, glittering on my desk. Very nice!
Hi. Since NICE was acquired by Amazon I became part of the Amazon EC2 and its team in the world. Me and my collegues are working hard to improve our High Performance Computing and remote visualization technologies, which basically require advanced C/C++ programming skills and a deep knowledge of the OpenGL libraries. If you meet the requirements and want to be part of our world-class team, check our current offers here:
In addition to the skills listed in the announcements, the candidate must make a moderate use of modern C++ features and third-party dependencies (e.g. the use of high-level frameworks like QT or boost is justified only if it brings real benefits to the project and not to skip programming). know how to manage device contexts, choose / set pixel formats / fbconfigs, destroy / create rendering contexts, set the default frame buffer or FBO as rendering target, use graphics commands to render frames with multiple contexts running on multiple threads, without performance issues. A good knowledge of Desktop OpenGL specifications (from 1.0 to 4.5), deprecation and compatibility mode is required (e.g. the candidate must know that some OpenGL functions can be taken with wgl / glXGetProcAddress instead of using blindly a loading library like glew). If you have concerns or questions, do not hesitate to contact me. Regards.
Recently Microsoft decided to include Xamarin into Visual Studio, also into the free version. This means that from now you can use the C# language with .NET / Monodevelop framework to develop crossplatform applications with the support not only for Windows, Linux and MacOSX, but also for Android and iOS!
Before this news, you had to pay for Xamarin, but now it's free (with certain conditions, visit xamarin.com). If you didn't want to pay for it, the only way you had to support mobile devices was to rely on existing frameworks, like Qt, Unity and Oxygine, or produce extra code with Android SDK and xCode. The problem is that all these solutions use different kind of languages. Qt and Oxigine are C++, Unity is a 3D engine that uses C# scripts, Android SDK and xCode for iOS are mostly Java oriented. If you wanted to support multiple platforms before, you had to change your habits to adopt a solution (even if you didn't like it) to cover an high range of machines. Now you can continue to develop your project with Visual Studio in C# and then decide to convert part of your project to make a mobile app using the same framework, with a little bit of effort for the platform specific features. If you want to develop an app in short time and share it to the world, Xamarin will make your life easier.
It's a while that I don't post anything on this website, mainly because the society where I work (NICE s.r.l.) was acquired by Amazon.com and I was very busy with my job. Now I can say that I'm part of the AWS team: this is great because in this way I have the opportunity to work with great people, improving my programming skills. This doesn't mean that I will not work on my own projects too, in my spare time. I'm still working on my cjs framework project that is going on very well, I almost finished the serialization part getting great performances. So stay tuned, that the best is yet to come. Thanks for your attention.
After thinkingfor a long time, I decided to produce the 5th edition of GemFinder using the brand new CJS framework. It's still a project in its infacy but I'm pretty sure about the new features that this program will have (if you like the genre, this is going to be amazing). The huge news is that the software will be crossplatform and totally programmable in it's main components: screen capture -> image analysis -> decision maker -> input repeater.
It works exactly in this way:
- Each component implements a default algorithm to make the program work. If you use the default component, you have to do nothing at all.
- If you are a software developer, you can change the internal code with a JIT language and save the source code in the configuration file. Like a shader, you don't need to build the source code.
- The JIT language is basically C and allow you to dynamically link an external library, so you can implement your own algoritm in another existing language (using directx, opengl, opencl...).
- You are not forced to reprogram all the components by scratch, so you can change only the components you want to.
When i was a little kid I remember that i really wanted to create a Super Mario Bros game for the amstrad cpc 464. Now that I am 33 and I work as a software engineer I asked myself: why don't you make your old dream come true? :) Finally I found the time to create a demo with the famous first Level 1-1 of Super Mario Bro:
The horizontal hardware scrolling needs a double buffer in order to get an accuracy of 4 pixels. The demo runs on original Amstrad CPC 464 speed emulated by Caprice. It is pretty fast and can loop horizzontally for a limit of 512 16x16 tiles meanwhile the level 1-1 takes only 212 tiles. I readjusted the original smb graphics to fit a 256x192 Mode 1 with 4 colors. I really like the effect of the gray scale map mixed with the blue sky, like in the original NES game. This demo has been programmed with SDCC in C and Z80 assembly.
The next challenge is to make a playable demo. For now i'm trying to produce a game for the Amstrad CPC 464 with only 64 KB of memory, trying to store the entire game into the available memory to make it portable for the old cassette system. I'm using pucrunch for z80 with zrle algorithm to save a huge amount of memory. The compressed tileset is about 3.5 KB, the chars 5 KB, a single level 500 bytes. A single level uses only a subset of the available graphics, so i can make assumptions to save memory during the decompression. I estimated about 9 KB for compressed data with a single level and 10 KB for the decompressed ones. At this rate, i can make only 4 levels playable but maybe it's good for a first version of the game. I don't know if i can implement more optimizations to store the remaining 28 levels or if i have to switch to disk loading or just use 128 KB, I'm still evaluating. Another challenge is to program 1 pixel precision blitting algoritm to move the characters. Unfortunately, I'm pretty busy with my job so i have very little time to dedicate to my projects, so it will proceed slowly, but it's good to know that i will post updates on this website as soon as they will available for the public.
Warning: I created this project only to improve my programming skills and not for commercial purpose. The original design, concept and graphics of Super Mario Bros are owned by Nintendo and not by me.
- You can configure the game strategy
- You can choose the timing for the moves (it resolves many glitches on different systems)
- The window size and position are saved for each state
- Improved autoplay for the latest games (es: candy crush > 200.000, midas miner > 8.000.000, bejeweled etc...)
- I fixed some memory address so it's more stable now
BUY ONLY THE ORIGINAL AND KEEP THIS SITE ALIVE. THANKS.
How to use it:
It's very easy. Just launch the application: then you'll see a window (there is a GemFinder V4.0 label on the top) with inside a screen filled with a set of coloured tiles. At this point, you may run your game (on internet or pc) and overlap the GemFinder's window to perfectly match the screen of the game (it's important). This time you can also resize the gemfinder's window to match the game screen as best as you can. If you have positioned correctly the gemfinder's window you will see some circle around the gems that you need to move (in order to complete a triplet). If you press one of the automatic keys (shift, control, space or 0-numpad) the program will play the game for you. Furthermore, you can disable these auto-keys from the settings table in order to leave the gemfinder program on the background and searching for another game to try.
I tried to implement the explicit multisample antialiasing and I got good results, but it's slow on a GeForce 9600GT. A scene of 110 fps became 45 fps with only four samples, just to point out the slow down. While I was jumping to the ceiling for the amazing image quality of a REAL antialiasing with deferred shading (not the fake crap called FXAA) I fell down to the floor after I seen the fps, what a shame.
Anyway, I decided to change from a deferred shading to a deferred lighting model just to implement a good trick in order to use the classic multisample (that in my card can do pretty well also with 16 samples!) reading from the light accumulation buffer in the final step and writing the geometry to the screen with the antialiasing enabled. The result is a little weird, but you can fix it by using that crap fxaa on the light accumulation buffer which is smoother than the other image components. For example, I can use: a mipmapping or anisotropic filtering to eliminate the texture map aliasing, a FXAA to eliminate the light accumulation buffer aliasing and finally a MSAA to eliminate the geometry aliasing.
ps: I used the nanosuit model from this site: www.gfx-3d-model.com/2009/09/nanosuit-3d-model/
TSREditor is a huge editor in the style of Blender3D projected to create or edit the resources like textures, 3d models, sound and levels for games and other stuff.
In spite of the large amount of work needed to reach a decent version of this software, I decided that it will be free as a part of my Unrelated Framework. In this moment I'm far from a decent beta version to release, but I can show you two nice screenshots of the program at work.
QuickDiamond V1.0 is a bot studied to increase your points record with games like Diamond Dash on Facebook. If you hold the autoplay key (CONTROL or 0 numpad) the program will match the highest number of coloured blocks on the screen. It is very fast and you can make a very high score.
IF YOU LIKE THIS SOFTWARE, FEEL FREE TO MAKE A DONATION AND KEEP THIS SITE ALIVE. THANKS.
Make a donation to support this project!
I created this cheat because there are no other valid and user-friendly alternatives on the net. I tried Diamond Dash Facile but the point record on my system was only of 400k in the best case... to be honest, I can do it by myself. However, with QuickDiamond you can do easily more than 800k (my record is of 1400k). You can set up the window to cover the game table and you can resize it if your browser matches a different size for the game. With the keyboard you can play automatically only whenever you want.
How to use it?
Launch the application. Match the yellow grid to the game tiles. If you have positioned correctly the yellow grid you will see some circle around the gems that you need to click. If you press one of the automatic keys (control or 0-numpad) the program will play the game for you.
This software can run only on Windows platforms. It works at best with a 32 bit desktop, 24 bit desktop it's not supported. A good CPU is very important to make an high hiscore.
For more informations and support, contact: email@example.com
I don't take any responsibility in how you will use this software.
This is the first "work in progress" video of my 3d engine called Unrelated Engine. Some complex animated models come from Doom 3. They were converted to a maximum of 4 weights per vertex as well as the identical vertices have been cancelled to improve the speed. The shader language was used to obtain a large amount of skinned meshes and complex materials with a reasonable speed.
The 3d models are from doom3 and from http://www.models-resource.com/, they were used only to test my engine and to make this video. The rights of these 3d models and the music are reserved by their respective authors.
I created a nice video with an engine that I'm still developing and that is part of my Unrelated Framework. It uses:
- OpenGL (to draw the graphics)
- DevIL (to import images)
- Assimp (to import 3d models)
The 3d models are from http://www.models-resource.com/, they were used only to test my engine and to make this video. The rights of these 3d models and the music are reserved by their respective authors.
- Load/Save your settings for different games
- A new fast method of object recognition based on fourier analysis of tiles
- Lab colour space to find colour distance between tiles
- A simple and intuitive Learn Editor to calibrate the program for different kind of games. You can discriminate different tiles with different shapes, also in gray scale (or if they have the same shape with different colours).
- Press F9 to enable/disable the alpha blending on the entire window
- Configure the keyboard for the autoplay
- Old GemFinder and BioSolver are included to maintain the compatibility
- Configure a different number of rows and columns
- Press F9 to enable/disable the alpha blending on the entire window. You can make it invisible or transparent.
IF YOU LIKE THIS SOFTWARE, FEEL FREE TO MAKE A DONATION AND KEEP THIS SITE ALIVE. THANKS.
OpenIL is a library with very powerful image loading capabilities and I decided to include it in my framework. My standard can handle several image formats like the classic 8 bit RGB or more advanced formats like 16 bit RGB or High Dynamic Range. The images are imported from file and used maintaining the original format (if it's possible). For other feature check OpenIL official web site (http://openil.sourceforge.net/)
This is an example of how it works in my framework:
C_Image *newImage = new C_Image();
//load from file
//export to file
//set file format jpeg compression
newImage->SetFileFormat(UF_FileFormat_JPG(50)); //the image will be saved in my format with a jpeg quality of 50
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