Yearly Archives: 2016


Saving in blueprint step 3

How to save and load game saves in Unreal Engine 4

Unreal Engine 4 (UE4) packs a lot of features and it can be overwhelming when you are just starting out. For example, UE4 offers a nice system for saving and loading game progress, but it still can be daunting to understand and work with. My goal in this post is […]


Using HUD in Virtual Reality with Unreal Engine 4 2

Virtual Reality (VR) game development is much different from regular game development. For example, something like a basic head-up display (HUD) to show some stats would work fine in a regular game, but not in VR. In fact, standard HUD would cause rendering issues because it adds itself to the […]

3D widget HUD in VR

Smart Pointers

Power of Smart Pointers

Gone are the days where you bang your head against the table trying to figure out what went wrong with your code. If you had dealt with pointers in C++ before, you probably know what I mean. As powerful of a language C++ is, it is also error prone since […]


Android Marshmallow — Managing backups, App links and Website Associations, and Data Binding

Android Marshmallow (6.0+) introduces a new list of features for developers. Some of them are required for your app to support the new OS while others are optional. In part 1, I went over new features that are required if you want to add support to your app such as […]


Android Marshmallow — Permission Model and Authentication 1

Android development is always evolving and with each change comes a list of features for developers to utilize. The changes are not always so easy to adopt though because it requires adopting new standards. For example having your Android app support Lollipop is vastly different from Marshmallow.