Today we have published the first public BETA version (v0.703b) of the Gaia Sandbox, a real-time, 3D, astronomy visualisation application that runs on Linux, Windows and MacOSX systems. Its main purpose is to serve as an outreach platform to ESA’s Gaia mission, and it is free (as in freedom and gratis). It is also open source under the LGPL, so go try it out!
Turns out the German physics educational journal Physik in unserer Zeit (Physics in our time) published a thorough review of one of my Android apps, the Particle Physics Simulator back in January 2014. One of the authors of the article, Jan-Philipp Burde, contacted me a while back to let me know that he was preparing the article and to ask some information on how the code works, which I gladly provided. Then, he kindly contacted me again when the article was published in the January 2014 issue of the journal.
For what I could understand with my still basic German, the article talks about how the app can aid in the teaching of gas dynamics, providing some hints on the configuration set-up (no gravity, elastic collisions, etc.) in order to simulate a gas. For example, it teaches how to illustrate the concept of Brownian motion, removing the gravity and creating several small-sized particles along with one or two big-sized particles.
Hi there! I have been messing around with a snake game written in
If you are interested, you can check the results here.
Today I’d like to drop some photos of my recent holidays to Nepal here. All of these were taken using a Canon
40D with the
Canon 28-105 USM II f3.5-4.5. I decided to leave my other two lenses home (the wide angle lens
Sigma 10-20 1:4-5.6 EX DC HSM and the standard
Canon EF 50mm f/1.8 Mk II) because of the philosophy of the travel. We were mostly a backpacker group and we’d be moving around quite a lot, trekking the Himalayas and going to the jungle, so I figured the extra weight wasn’t worth it. Looking backwards, I regret not taking the wide angle lens, for some of the landscapes we could behold were truly amazing.
A couple of posts ago I mentioned I would write a few lines about my experience with the migration of my RTS engine from Slick to libgdx and that’s what I’ll do in this post. I’ll be talking very lightly on some issues such as the code structure, the rendering process, the camera, etc. If you need a starting tutorial please refer to the official documentation, this is not what you are looking for. I’m just trying to give my impressions in the migration process I had to undertake. But first I want to back up a little and give a quick overview of both libraries.