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28. April 2012

 

Somewhere between 2.63RC and 2.63 release the Knife tool was changed so that you need to press Enter or Spacebar to commit the changes.  Previously you could commit using the right mouse button, which I preferred.  Lucky enough, it is easily addressed.

 

In Blender, selected the menu File->User Preferences…

 

Switch over to the Input tab, expand 3D View->Mesh then Knife Topology Tool then finally expand Knife Tool Modal Map, like such:

 

image

 

First we need to delete the existing Right Mouse binding, locate it and click the X to the right:

 

image

 

Now scroll down ( within the Knife Tool Modal Map panel) and locate the Add New Button:

 

image

 

 

 

It will insert a new empty record like such:

 

image

 

Expand the arrow to the left of our newly added entry, and it fill it in as follows ( or set by right clicking to the right of the Mouse dropdown):

 

image

 

 

Now locate the Save as Default button in the button left corner of the Window and click it:

 

image

 

Voila, right click should now cause your cuts to commit when you right click.

Art ,

28. April 2012

 

I am going to continue to develop a number of PlayStation Suite SDK tutorials and finding them could start getting confusing.  Therefore I have put together an index page off all tutorials I have created and will continue to update it as I create more.  Tutorials are ordered in more or less chronological order that a developer should read them in.  I will put this in the side bar shortly, for now you can access the PS tutorial index here.

Programming ,

27. April 2012

 

 

The LUA based Corona SDK is one of those things I have really been intending to check out forCoronaBook a very long time now.  One of the biggest reasons I haven’t looked closer ( other than time ) was the complete lack of published materials.  Today however, I logged in to Safari and low and behold, Corona SDK Mobile Game Development is right there in the new releases section.

 

 

This is perhaps the worst timing ever, I am still throwing myself quite fully at PlayStation SDK development as well as working on a Titanium based app… but, but… this is shiny and new! (well, the book is new anyways…)

 

 

Actually, Corona and more specifically LUA are two products I have heard nothing but rave reviews of, so this certainly is of interest to me.  I’ve skim read the book and it seems quite impressive.  If I dive in, I will be sure to put up a review.  I have to say, I am quite impressed with Packt press lately and the range of books they are putting out.  The book is also available on Amazon but oddly enough shows a May 31st publish date( it’s April 27th at the time of this post), but also lists it as being in stock so I am guessing it’s available to order.

 

 

Have you worked with LUA/Corona?  Is the hype justified? Is it substantially better than the free Moai SDK, which is also LUA based?

General

27. April 2012

 

 

This is the release of Blender I have been waiting a long time for, as this is the release where BMesh has finally been integrated into Blender!  For those of you unaware of what exactlyblender_263 BMesh brings to the table, take a quick look at this post.  Having worked in Wings for so long, and Nendo before that, I have been dying to see ngon support added to Blender.

 

 

 

Expect things to be a bit buggy for a while, the switch to the BMesh engine is a pretty massive change.  That said, expect to see new and more powerful tools coming out, as in many ways BMesh impacts Blender developers as much as it does end users.

 

 

KnifeTool

 

 

 

However, it isn’t only about BMesh.  Cycles has also received a lot of love in the 2.63 release, with new rendering passes for Ambient occlusion and shadows, as well as a mask layer for “masking out” objects in the scene.  Environment mapping has also been improved to support float precision textures.  A mirror ball project mode has been added as well, but frankly, I don’t really understand the use.  Additionally, there is now a panoramic camera, which will render a panoramic view of the scene around the camera’s location.  There have also been improvements to viewport rendering, allowing it to show background images as well as the ability to show the currently active rendering layer in the viewport.

 

 

There are other features as well, including the ability to hide portions of geometry while sculpting, a very handy feature.  There were some additions to the motion tracking tools, as well as over 150 bug fixes.

 

 

One of the biggest releases in a very long time and the one I’ve been most eager to receive.  Kudos to the Blender team for this excellent release.

 

Go download it now!

Art, News

26. April 2012

 

I am noticing from search traffic that this is an extremely common question, people seem to want to know if you can use C++ with the PS Studio SDK.VitaCpp

 

 

Simple answer and you aren’t going to like it.

 

 

No, no you can’t.

 

 

 

I wouldn’t hold your breath either, it’s the mono runtime behind the scenes that is providing the portability across devices.  If you want native C++ support you need to have access to the full development suite.  Even becoming a PSN developer to develop PSN Mini games requires well over 1000$.

 

 

 

If for some reason you prefer C++’s syntax over C# ( this may in fact be a sign of insanity by the way… ), you *might* and I emphasize *might* be able to take advantage of this project CPlusPlus, at some point, but even then you would have to write pure CIL code.  Without native access, there would be very little point using C++ in this situation.

 

 

 

Therefore for all intents and purposes, no you cannot use C++ with PlayStation Suite. C# is the only game in town and I wouldn’t expect to see that change any time soon. 

Programming , ,

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