It’s no secret that the King’s Quest series from Sierra Entertainment is by far my most treasured video game series, with King’s Quest VI holding the spot of my most favorite game ever. I’ve always had a soft spot for classic point-and-click adventure games, and certainly have noticed their absences in modern day gaming. I thought we might see them reemerge when the era of mobile gaming was just getting big, but there’s no real noticeable titles that have come from that.
Yesterday, I took the day to sit down and really evaluate the Oculus Rift as a user and as a developer. Early in the week I also received my Google Cardboard and was pleasantly surprised at how well it worked, all things considered. Using the Oculus Rift Initial setup of the Rift was not too terrible involved. A couple USB cables, a sync cable between the camera and the Oculus Rift, power and I was up and running.
A little over a month ago, I had begun learning the Unity Game Engine. Five weeks in, I wanted to share some of the lessons I’ve learned in this short time and demonstrate that you can achieve some pretty awesome things in Unity in an extremely short amount of time. Additionally, I’ve also had to dive into some extremely amateur 3D modeling (which I’m less proud of). First Stab at an FPS This is the genre I usually default to.
Late last week, a couple colleagues and myself discovered a small bug in Cloud Foundry’s gorouter in which a websocket upgrade was not completed if a comma-separated list of values in the Connection header was provided. A pull request was pieced together, submitted and is currently being looked at by Pivotal. However, I figured, why let the learning stop there? There were several things that I was unfamiliar with: The gorouter codebase Running the gorouter locally The Go language Obviously, I had my work cut out for me.
This is a topic I’ve seen come up a couple times in the last few weeks. It started with Dr. Nic Williams when we were discussing share-my-cloudfoundry when he wanted to provide compatibility with Cloud Foundry v1 and v2 in the same application. This situation came up again with a personal project that I will detail later. It required a bit of discussion, but I finally tracked down the answers. Although the cfoundry gem states that it is compatible with Cloud Foundry v1 and v2, after some digging, it looks like it’s only compatible with v2.
I’ve mentioned Cloud Foundry v2 a few times before (here, here, and here), but I wanted to really get my hands dirty with the new bits and pieces before I wrote about it. Andy Piper wrote about CFv2 a bit on his blog, in which he outlines the major features to users of CF. I wanted to dig a bit deeper into the major changes in some of the components that make up CFv2.