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    <title>KomSoft Oprogramowanie</title>
    <link>https://komsoft.eu/</link>
    <description>Recent content on KomSoft Oprogramowanie</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-us</language>
    <lastBuildDate>Sat, 07 Feb 2026 12:00:00 +0100</lastBuildDate><atom:link href="https://komsoft.eu/index.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>Privacy</title>
      <link>https://komsoft.eu/post/privacy/</link>
      <pubDate>Sat, 01 Oct 2022 13:03:17 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/privacy/</guid>
      <description>&lt;p&gt;Any of my website or application don&amp;rsquo;t actually collect any personal information. However, many third parties and app stores require one. Also personal information might be collected without knowing it, such as with an &lt;em&gt;Analytics&lt;/em&gt; service.  So here is my general &lt;em&gt;Privacy Policy&lt;/em&gt; created with the help of the &lt;a href=&#34;https://www.privacypolicygenerator.info/&#34;&gt;Free Privacy Policy Generator&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In any case, one can contact me at &lt;a href=&#34;piecuch.pawel@komsoft.ath.cx&#34;&gt;piecuch.pawel@komsoft.ath.cx&lt;/a&gt;.&lt;/p&gt;</description>
    </item>
    
    <item>
      <title>Follow me on Bluesky</title>
      <link>https://komsoft.eu/post/bluesky/</link>
      <pubDate>Sun, 15 Dec 2024 09:07:31 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/bluesky/</guid>
      <description>Farewell to Tweeter! Find all my recent work (Godot, mini-consoles, Raspberry Pi development) on my new Bluesky account https://bsky.app/profile/piecuchp.bsky.social (@piecuchp.bsky.social)- see you there!</description>
    </item>
    
    <item>
      <title>Claude Code for Blender</title>
      <link>https://komsoft.eu/post/claude-code-for-blender/</link>
      <pubDate>Sat, 07 Feb 2026 12:00:00 +0100</pubDate>
      
      <guid>https://komsoft.eu/post/claude-code-for-blender/</guid>
      <description>&lt;p&gt;I have been working on a &lt;strong&gt;Blender/Bforartists&lt;/strong&gt; extension that embeds &lt;em&gt;Claude&lt;/em&gt; as a Python coding assistant directly in the Text Editor sidebar. Instead of switching between Blender and a browser to ask AI for help with scripts, you just type a prompt in the N-panel and Claude reads your code, inspects the scene, and writes or edits scripts right there.&lt;/p&gt;</description>
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    <item>
      <title>Follow me on twitter</title>
      <link>https://komsoft.eu/post/twitter/</link>
      <pubDate>Tue, 15 Dec 2020 22:11:00 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/twitter/</guid>
      <description>Find some more updates (Godot, mini-consoles, Raspberry Pi development) on my Twitter account https://twitter.com/ppiecuch - see you there!</description>
    </item>
    
    <item>
      <title>add_primitives add-on updated for Godot3</title>
      <link>https://komsoft.eu/post/add_primitives-add-on-updated-for-godot3/</link>
      <pubDate>Mon, 24 Aug 2020 17:52:03 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/add_primitives-add-on-updated-for-godot3/</guid>
      <description>If someone is interested, I have updated old Godot2 module for generating simple meshes to Godot3: https://github.com/ppiecuch/godot-addons/tree/master/add_primitives
Not sure if everything works - it is quite large module, but at least most of the geom. primitives (Box, Capsule, Circle, Cone, Cylinder, Plane, Solid, Sphere, Torus, Tube, Wedge, Stair, Arch, C Box, Disc, Ellipse, Ellipsoid, L Box, Pyramid, Torus Knot) seems to be ok.</description>
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    <item>
      <title>Substance Player automation</title>
      <link>https://komsoft.eu/post/substance-player-automtion/</link>
      <pubDate>Fri, 03 Jul 2020 09:06:07 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/substance-player-automtion/</guid>
      <description>Sadly, Substance Player has no option for batch export - If you have a lot of .sbsar file, this might be a kind of time consuming task to open each file and do export process. Here is a simple AppleScript automation script that you can use for automate this action:
on remove_extension(this_name) if this_name contains &amp;#34;.&amp;#34; then set this_name to (the reverse of every character of this_name) as string set x to the offset of &amp;#34;.</description>
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    <item>
      <title>Kate editor ver. 20.xx</title>
      <link>https://komsoft.eu/post/kate-editor-ver-20x/</link>
      <pubDate>Mon, 22 Jun 2020 07:59:22 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kate-editor-ver-20x/</guid>
      <description>My latest build of KDE Kate from release 20 (20.04.2). This is major release with new features and general improvements. I am using this build every day (happens to crash but in general, it is quite stable). You can get the archive from here.
compiled with MinSizeRel configuration OSX file open protocol is supported with line numbers (so it is now possible to integrate Kate with eg. iTem2 context click) built-in terminal is time-out/closing much faster at exit clangd server is included in the application bundle and is used by Kate&amp;rsquo;s LSP plugin Update</description>
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    <item>
      <title>Clearing project&#39;s cache in Godot</title>
      <link>https://komsoft.eu/post/clearing-projects-cache-in-godot/</link>
      <pubDate>Sat, 20 Jun 2020 16:13:55 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/clearing-projects-cache-in-godot/</guid>
      <description>I have found useful and interesting PR (that finally has not been accepted) that clears projects caches. Usually it is not a frequently use feature but when you write a lot of addons like me, it can sometimes help to solve some magic problems - it is now part of my Godot fork. I made only small improvement to the original implementation - in my way, this options are accessible with right-click context menu.</description>
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    <item>
      <title>My Godot fork content</title>
      <link>https://komsoft.eu/post/my-godot-fork-content/</link>
      <pubDate>Fri, 19 Jun 2020 10:12:24 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/my-godot-fork-content/</guid>
      <description>I am running my Godot 3 fork with several modules and additions:
Chipmunk physics module spine module sqlite module liquidfun library error handler vector graphics bmfont xml support (improve bitmap fonts support) 2d canvas batching (I guess already part of the Godot base) RakNet module ENet module Rich Text effects (I guess already part of the Godot base too) (and many many more modules and single classes collected from the Net) There is also several my own extensions and modules I am developing at the moment:</description>
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    <item>
      <title>QLMesh 2.5 - development progress</title>
      <link>https://komsoft.eu/post/qlmesh25/</link>
      <pubDate>Fri, 24 Apr 2020 10:01:00 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh25/</guid>
      <description>&lt;p&gt;Longer than planned, development of QLMesh 2.5 is still in progress, but with several important improvments:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;refreshed &lt;em&gt;Assimp&lt;/em&gt; library with new structure and formats&lt;/li&gt;
&lt;li&gt;&lt;em&gt;BVH&lt;/em&gt; visualization support&lt;/li&gt;
&lt;li&gt;rewrite to conform to new Apple &lt;em&gt;QuickLook&lt;/em&gt; protocols&lt;/li&gt;
&lt;/ul&gt;</description>
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    <item>
      <title>Kate/Kwrite bundle ver.19.xx</title>
      <link>https://komsoft.eu/post/kde-kate-kwrite-19042/</link>
      <pubDate>Thu, 13 Jun 2019 14:04:17 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kde-kate-kwrite-19042/</guid>
      <description>My latest build of KDE Kate/Kwrite from 19 release (19.04.2). This is major release with new features and general improvements. I have included one improvements of mine: built-in terminal is time-out/closing much faster. Compiled with MinSizeRel configuration (I guess this is the smallest possible installation of the editor). I am using this build every day - it is very stable and runs on OSX 10.13 too. You can get the archive from here.</description>
    </item>
    
    <item>
      <title>Kate 18.12.2 - major refresh</title>
      <link>https://komsoft.eu/post/kate-18122-major-refresh/</link>
      <pubDate>Mon, 18 Feb 2019 21:35:02 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kate-18122-major-refresh/</guid>
      <description>My latest build of KDE Kate/Kwrite (18.12.2). This is major refresh, built with latest Qt (5.12.1). I have included few improvements of mine - seems to be a very solid update. You can get it from here.</description>
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    <item>
      <title>Kate OSX bundle update (v.18.08.1)</title>
      <link>https://komsoft.eu/post/kate-kwrite-18081/</link>
      <pubDate>Sun, 04 Nov 2018 11:41:29 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kate-kwrite-18081/</guid>
      <description>My latest builds of Kate and Kwrite for OSX. This time I added a small workaround for problem with missing screen update after &amp;ldquo;Go to line&amp;rdquo; operation. Here are the .dmg for Kate and Kwrite (ver. 18.08.1):
Kwrite dmg Kate dmg </description>
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    <item>
      <title>QLMesh 2.2 - new major release with LDraw support</title>
      <link>https://komsoft.eu/post/qlmesh22/</link>
      <pubDate>Tue, 21 Aug 2018 10:01:00 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh22/</guid>
      <description>&lt;p&gt;QLMesh - New version (2.2) of QuickLook plugin for working with 3d models, based of Open Asset Import framework. This is a major build with new support for LDraw (&lt;a href=&#34;http://www.ldraw.org&#34;&gt;http://www.ldraw.org&lt;/a&gt;) models and formats (3 extensions are supported: ldr, mpd and dat for easily browse parts library).&lt;/p&gt;</description>
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    <item>
      <title>ML usefull resources</title>
      <link>https://komsoft.eu/post/ml-usefull-resources/</link>
      <pubDate>Sun, 19 Aug 2018 17:04:40 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/ml-usefull-resources/</guid>
      <description>Machine Learning resources I found useful:
Learn to Build a Machine Learning Application from Top Articles of 2017 Machine Learning is Fun! TensorFlow API wrapper A programmers sightseeing tour: ML &amp;amp; DNN - part 1 A programmers sightseeing tour: ML &amp;amp; DNN - part 2 Stuff that every programmer should know: Data Visualization Scientific Python 101 Wolframs Mathematica 101 CoreML specific resources:
https://github.com/alexsosn/iOS_ML https://github.com/likedan/Awesome-CoreML-Models https://www.raywenderlich.com/577-core-ml-and-vision-machine-learning-in-ios-11-tutorial </description>
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    <item>
      <title>TTFTriangulator demo</title>
      <link>https://komsoft.eu/post/ttftriangulator-demo/</link>
      <pubDate>Sat, 28 Jul 2018 12:09:06 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/ttftriangulator-demo/</guid>
      <description>I have updated demo for TTFTriangulator (simple C++ library designed to load a truetype font and triangulate its glyphs in real time) library to something working (I think). It is a little chaotic, but also very simple and generic, so easy to reuse (btw: it uses Qt for I/O and windows creation, but you can also use the code I modified and that is using GFLW).
You can use my amalgamated (and dependency-free) version, available here:</description>
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    <item>
      <title>liboggvorbis as a single-file</title>
      <link>https://komsoft.eu/post/libvorbis-single-file/</link>
      <pubDate>Fri, 20 Jul 2018 11:59:17 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/libvorbis-single-file/</guid>
      <description>liboggvorbis combined into one file - might be usefull if you want to simpifie dependencies of your project.
Get it here.
-rw-r--r-- 1 piecuchp staff 2.0M Apr 26 17:55 oggvorbis.c -rw-r--r-- 1 piecuchp staff 134K Apr 26 17:55 oggvorbis.h -rw-r--r-- 1 piecuchp staff 3.1M Apr 26 17:55 oggvorbis.o Combining script is quite complex and not well commented (also I might make some changes into source code that I don&amp;rsquo;t recall right now):</description>
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    <item>
      <title>Kate OSX bundle update (v.18.04.2)</title>
      <link>https://komsoft.eu/post/kate-osx-bundle-update-v180402/</link>
      <pubDate>Fri, 20 Jul 2018 07:42:00 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kate-osx-bundle-update-v180402/</guid>
      <description>Version of 18.04 has some issues and glitches on OSX (eg. with refreshing display). New build with 18.04.2 seems to fix some of them - works better on my MacBookPro. One of the annoying problem that remains is strange looking icons on non-retina displays (eg. external monitor). Maybe some of you has some receipt for this.
Here are the .dmg for Kate and Kwrite (ver. 18.04.2):
Kwrite dmg Kate dmg </description>
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    <item>
      <title>New features of QLMesh</title>
      <link>https://komsoft.eu/post/new-features-of-qlmesh/</link>
      <pubDate>Fri, 08 Jun 2018 20:28:46 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/new-features-of-qlmesh/</guid>
      <description>One of the main goal for QLMesh was to add some new formats I have been working with quite often, like Photoshop files of bdf fonts.
For 3D it is LDraw formats and DAZ Studio models.
LDraw is one of my favourite. I am currently working on extending Assimp to support .ldr and .mpd files. One of the major challenge is actually not drawing but embedding library definitions into the plugin.</description>
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    <item>
      <title>Running RenderScript standalone</title>
      <link>https://komsoft.eu/post/running-renderscript-standalone/</link>
      <pubDate>Wed, 23 May 2018 09:37:24 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/running-renderscript-standalone/</guid>
      <description>It is possible to run RenderScript compiler outside of the Android Studio. In my case (OSX 10.12) the llvm-rs-cc compiler should be invoked like this:
#!/bin/bash ROOT=~/Library/Android/ndk/toolchains/renderscript/prebuilt/darwin-x86_64 $ROOT/bin/llvm-rs-cc \ -I $ROOT/renderscript/include/ \ -I $ROOT/renderscript/clanginclude/ \ -I $ROOT/platform/rs/scriptc \ -I $ROOT/clang-include \ $* Bitcodes are generated in bc32/bc64 directories, together with Java wrapper classes.</description>
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    <item>
      <title>QLMesh 2.0 and Asset Import Library</title>
      <link>https://komsoft.eu/post/qlmesh-20-and-asset-import-library/</link>
      <pubDate>Mon, 21 May 2018 17:09:53 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-20-and-asset-import-library/</guid>
      <description>For QLMesh (and some other projects), I am running my own fork of Asset Import Library. The difference: it is amalgamated build - all sources are merged into one file (including dependencies). Since Assimp recently switched to miniz, I have replaced remaining references to zlib with miniz - so zlib is not required too.
drwxr-xr-x 85 piecuchp staff 2890 Jan 17 23:34 assimp -rw-r--r-- 1 piecuchp staff 4921627 Jan 17 23:34 assimp.</description>
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    <item>
      <title>Kate OSX bundle (v.18.04)</title>
      <link>https://komsoft.eu/post/kate-osx-build-1804/</link>
      <pubDate>Thu, 10 May 2018 12:14:52 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/kate-osx-build-1804/</guid>
      <description>If you, like me, are a user of Kate editor, might be feeling a bit disappointed of quite old build of Kate editor available on official KDE page. Fortunately, build system for KDE (Craft) made compiling Kate relatively painless process (yet, getting working final bundle still require some hacking) so here are the .dmg for Kate and Kwrite (ver. 18.04):
Kwrite dmg Kate dmg </description>
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    <item>
      <title>QLMesh 2.1</title>
      <link>https://komsoft.eu/post/qlmesh-21/</link>
      <pubDate>Tue, 03 Apr 2018 12:54:03 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-21/</guid>
      <description>I have prepared another update to QLMesh: ver. 2.1 add performance improvements (plugin is better handling big bitmaps), major update of Open Asset Library and support for new format: Photoshop Patterns (PAT) files - both RGB and CMYK formats are supported. New version is also build against OSX SDK 10.13, since I have finally updated my MacBook to Sierra.</description>
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    <item>
      <title>QLMesh 2.1 - new release</title>
      <link>https://komsoft.eu/post/qlmesh21/</link>
      <pubDate>Tue, 27 Mar 2018 10:01:00 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh21/</guid>
      <description>&lt;p&gt;QLMesh - New major release (2.1) of QuickLook plugin for working with 3d models, based of OpenAsset framework.&lt;/p&gt;</description>
    </item>
    
    <item>
      <title>Assimp and QLmesh</title>
      <link>https://komsoft.eu/post/assimp-and-qlmesh/</link>
      <pubDate>Fri, 19 Jan 2018 07:47:54 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/assimp-and-qlmesh/</guid>
      <description>For QLMesh (and some other projects), I am running my own fork of Asset Import Library. The difference: it is amalgamated build - all sources are merged into one file (including dependencies). Since Assimp recently switched to miniz, I have replaced remaining references to zlib with miniz - so zlib is not required too.
drwxr-xr-x 85 piecuchp staff 2890 Jan 17 23:34 assimp -rw-r--r-- 1 piecuchp staff 4921627 Jan 17 23:34 assimp.</description>
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    <item>
      <title>QLMesh 2.0 released</title>
      <link>https://komsoft.eu/post/qlmesh-20-rel/</link>
      <pubDate>Mon, 15 Jan 2018 07:40:38 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-20-rel/</guid>
      <description>I am quite happy I finally had time to release a new version of QLMesh. With multitude of 3d files, having such a quick tool is always nice welcome.
But also relaying on built-in generator made the whole code simpler and cleaner - previous version had a lot of code that suppose to work only in non-sandboxed environment (like texture support in 3d view). But after AppStore release most of this code was not in use.</description>
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    <item>
      <title>QLMesh 2.0</title>
      <link>https://komsoft.eu/post/qlmesh-20/</link>
      <pubDate>Thu, 11 Jan 2018 09:47:15 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-20/</guid>
      <description>Current version (1.1) is using Mesa3D for offline rendering, but somehow I not happy with this solution. The new build is using OSX built-in support for COLLADA/ASE format - this much more convenience in daily use.
QLMesh can preview quite large models (probably event bigger in version 2), still there is a QuickLook memory allocation limit 120MB:
QuickLookSatellite[2904]: [QL] Using too much memory (183 MB), hit critical threshold (120 MB), exiting immediately to clean up.</description>
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    <item>
      <title>QLMesh 2.0 - QuickLook plugin</title>
      <link>https://komsoft.eu/post/qlmesh2/</link>
      <pubDate>Wed, 10 Jan 2018 22:01:00 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh2/</guid>
      <description>&lt;p&gt;QLMesh - New version (2.0) of QuickLook plugin for working with 3d models, based of OpenAsset framework.&lt;/p&gt;</description>
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    <item>
      <title>Geometry generator</title>
      <link>https://komsoft.eu/post/generator/</link>
      <pubDate>Thu, 23 Nov 2017 19:31:16 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/generator/</guid>
      <description>generator is a nice library for procedural geometry generation available on github. One missing piece is an example how to use this code in graphics applications - here is my demo written in Qt:
You can get the code for the example from this location. I made a few small changes to the library to make it possible to compile on my Macbook - changed version (including make .pri file) can be found here if necessary.</description>
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    <item>
      <title>gamedev tools repository</title>
      <link>https://komsoft.eu/post/gamedev-tools-repository/</link>
      <pubDate>Fri, 07 Jul 2017 14:18:28 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/gamedev-tools-repository/</guid>
      <description>I have collected (from different sources) several gamedev-related tools at https://github.com/ppiecuch/gamedevtools. Plus preparing a Qt-based examples for these.</description>
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    <item>
      <title>libRocket RML viewer</title>
      <link>https://komsoft.eu/post/librocket-rml-viewer/</link>
      <pubDate>Sun, 14 May 2017 08:53:54 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/librocket-rml-viewer/</guid>
      <description>I have extracted some code from Rockete editor to create a separate, small RML viewer. Easy to start with command line, auto file reloading, easy screen resizing.
Initial build: Current status: With new options in toolbar: </description>
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    <item>
      <title>qmake for Ogre3D</title>
      <link>https://komsoft.eu/post/make-for-ogre3d/</link>
      <pubDate>Sat, 13 May 2017 06:42:05 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/make-for-ogre3d/</guid>
      <description>I rewrote building system for Ogre3D using qmake. New structure of modules looks like this now:
ogre3d.modules ├── components │ ├── bites.pri │ ├── hlms.pri │ ├── meshlodgenerator.pri │ ├── overlay.pri │ ├── paging.pri │ ├── property.pri │ ├── rtshadersystem.pri │ ├── terrain.pri │ └── volume.pri ├── extensions │ ├── debug-drawing-utility.pri │ ├── gamekit.pri │ ├── gorilla.pri │ ├── paged.pri │ └── procedural.pri ├── platform │ ├── qt.pri │ └── s3e.</description>
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    <item>
      <title>Ogre3D with Qt</title>
      <link>https://komsoft.eu/post/ogre3d-with-qt/</link>
      <pubDate>Sun, 07 May 2017 20:09:14 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/ogre3d-with-qt/</guid>
      <description>It is possible to use Ogre3D with Qt using external window feature of Ogre, yet this very crude solution and many of the Qt&amp;rsquo;s features are omitted. I am working currently on better integration Qt with Ogre3D:
using Qt&amp;rsquo;s resource system using QOpenGLContext and QWindow for rendering using QImage for texture loading using qmake only for building Seems like all the pieces are in place (application and resources are all prepared) but so far the window is broken.</description>
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    <item>
      <title>Falling Sand development progress</title>
      <link>https://komsoft.eu/post/falling-sand-development-progress/</link>
      <pubDate>Fri, 05 May 2017 15:36:44 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/falling-sand-development-progress/</guid>
      <description>I am working on new version of the application. This time I want to make it as cross-platform as possible: I am using Qt for Windowing, Input management and Resource handling. Much more elements and new assembler-based core should really make a difference.
Finally I was able to run my simple debug layer based on old text gui - simple and efficient. You have windowing system, easy drawing, capturing etc.</description>
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    <item>
      <title>Green Garden</title>
      <link>https://komsoft.eu/post/green-garden/</link>
      <pubDate>Thu, 04 May 2017 14:37:36 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/green-garden/</guid>
      <description>I used to implement a few applications with nature/foliage simulations: for water, grass and for spider/ants animations. Some time ago I compiled it into one iOS application:
I am working on porting this to Qt and release the sources some day.</description>
    </item>
    
    <item>
      <title>Qt and bgfx</title>
      <link>https://komsoft.eu/post/qt-bgfx/</link>
      <pubDate>Mon, 01 May 2017 20:41:14 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qt-bgfx/</guid>
      <description>For some time I work on integration of bgfx renderer with Qt framework (my repository is here: http://github.com/ppiecuch/bgfx). It is almost completed (at least on OS X platform).
I am trying to make it working with Qt Resources system, Qt&amp;rsquo;s QThread and simplify integration as much as possible. Now integration consists including three files only:
amalgamted.cpp
bx-amalgamted.cpp
bimg-amalgamted.cpp</description>
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    <item>
      <title>Projects</title>
      <link>https://komsoft.eu/post/projects/</link>
      <pubDate>Mon, 01 May 2017 13:30:57 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/projects/</guid>
      <description>Amazing Spider AstroBlaster Falling Sand Cosmetics Tester Word War vi NeuroCube More my work at github.com </description>
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    <item>
      <title>Fluid simulations</title>
      <link>https://komsoft.eu/post/fluids/</link>
      <pubDate>Mon, 01 May 2017 11:59:04 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/fluids/</guid>
      <description>I have refreshed several fluid simulations projects, based on c++ and Qt (Qt is my primary toolkit). You can find they on my github:
https://github.com/ppiecuch/Shallow-water-fluid-simulator.git https://github.com/ppiecuch/flowed https://github.com/ppiecuch/FluidSolver They are self-contained - you need only Qt SDK (tested with Qt 5.6) installed. Should work both on OS X and Windows.</description>
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    <item>
      <title>Pink Floyd - Comfortably Numb - piano cover</title>
      <link>https://komsoft.eu/post/pink-floyd-comfortably-numb-piano-cover/</link>
      <pubDate>Mon, 01 May 2017 10:29:21 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/pink-floyd-comfortably-numb-piano-cover/</guid>
      <description>It amaze me each time I hear it: https://youtu.be/sq1TTCi9RVA</description>
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    <item>
      <title>About</title>
      <link>https://komsoft.eu/post/about/</link>
      <pubDate>Mon, 01 May 2017 07:12:17 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/about/</guid>
      <description>Software developer, graphics designer, and games-development fan from Poznań, Poland. I love making stuff in code, 2D, and 3D.
Nowadays, I mostly work with C++ and Qt at home and Swift/iOS at work - although I’m known to pick up C#/.NET/Xamarin, Java/Android SDK, Python, and JavaScript/Angular, HTML, and CSS too from time to time. I’d even use Shell Script if it gets the job done.
I do a lot of 3d graphics development and design - using Ogre3D and Unreal Engine with modeling in Blender/SketchUp and composing in Photoshop.</description>
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    <item>
      <title>Switching to Hugo CMS</title>
      <link>https://komsoft.eu/post/hugo-cms/</link>
      <pubDate>Sun, 30 Apr 2017 15:27:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/hugo-cms/</guid>
      <description>I am switching CMS to Hugo. Easy and quite comfortable to work with, Disqus support (finally some comments on the site) with option to run on Google Application Engine. PS: Works better and faster than expected - I am already running new site at GAE.</description>
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    <item>
      <title>Spring is coming</title>
      <link>https://komsoft.eu/post/spring-is-coming/</link>
      <pubDate>Sat, 08 Apr 2017 14:32:15 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/spring-is-coming/</guid>
      <description>Kawasaki ZX10R</description>
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    <item>
      <title>Qt &#43; boost build integration</title>
      <link>https://komsoft.eu/post/qt-boost/</link>
      <pubDate>Mon, 22 Aug 2016 21:06:15 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qt-boost/</guid>
      <description>Sometimes it is good to be able to include boost library without need to compile the whole package beforehand - just by including simple .pri file like this:
# Wed Aug 24 09:21:20 CEST 2016 INCLUDEPATH += $$PWD/. SOURCES += &amp;quot;$$PWD/libs/regex/src/c_regex_traits.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/cpp_regex_traits.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/cregex.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/fileiter.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/icu.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/instances.cpp&amp;quot; &amp;quot;$$PWD/libs/regex/src/posix_api.cpp&amp;quot; win32:SOURCES += unix:SOURCES += LIBS += -lz -lbz2 Here is a simple script that generates boost-mpi.pri script and set of headers and sources from Boost library located at /Volumes/USBSTORE/(Dev)/boost_1_61_0 path:</description>
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    <item>
      <title>New Vector demo</title>
      <link>https://komsoft.eu/post/vector-demo/</link>
      <pubDate>Mon, 08 Aug 2016 20:56:19 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/vector-demo/</guid>
      <description>For some time I continue a project for retro-vector OpenGL drawing library called Vector - you can find it on my github: http://github.com/ppiecuch/Vector. I have added some new demo ported from [http://v.st project](http://v.st project).
Looks quite retro. I am using Qt for UI/OpenGL setup. It is very handy and easy if you are doing a lot of cross-platform development (and it is free for personal use).</description>
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    <item>
      <title>QLMesh - mipmaps preview for compressed textures</title>
      <link>https://komsoft.eu/post/qlmesh-mipmaps/</link>
      <pubDate>Tue, 01 Mar 2016 09:27:57 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-mipmaps/</guid>
      <description>For the new version of QLMesh I have added preview of compressed textures. No big thing, but with mipmaps support it is quite handy solution.
Turned out to be not so complex:
CGContextRef kcontext = QLPreviewRequestCreatePDFContext(preview, NULL, NULL, properties); ... CGImageRef cimage = ...; // Fill 3/4 of the rect const float enlarge = 1.0 + 0.48*i*i; CGRect canvasRect = CGRectMake((image[0].width - w*enlarge)/2, (image[0].height - h*enlarge)/2, w*enlarge, h*enlarge); CGContextBeginPage(kcontext, &amp;amp;pageRect); CGContextDrawImage(kcontext, canvasRect, cimage); CGContextEndPage(kcontext); </description>
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    <item>
      <title>QLMesh - control application</title>
      <link>https://komsoft.eu/post/qlmesh-control/</link>
      <pubDate>Thu, 14 Jan 2016 21:59:47 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh-control/</guid>
      <description>Part of the QLMesh is control application for quicklook plugin. Usually that would not be anything worth to write an blog entry about, however for MacStore applications this is a very different story.
MacStore applications are all sanboxed. There are ways to communicate and share data between such applications, eg. using App groups, but quicklook plugins do not support that feature. After struggling for some time with this problem I came out with this simple solution:</description>
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    <item>
      <title>QLMesh - OSX QuickLook 3D plugin</title>
      <link>https://komsoft.eu/post/qlmesh/</link>
      <pubDate>Sun, 10 Jan 2016 15:30:30 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh/</guid>
      <description>Apple has just accepted my application on AppStore: QLMeshl. It is a QuickLook plugin for displaying a preview of many 3d formats, base on Open Assets Import Library. All formats are supported: 3d, 3ds, ac, ac3d, acc, ase, ask, assbin, b3d, blend, bvh, cob, csm, dae, dxf, enff, fbx, hmp, ifc, ifczip, irr, irrmesh, lwo, lws, lxo, md2, md3, md5anim, md5camera, md5mesh, mdc, mdl, mesh, mesh.xml, mot, ms3d, ndo, nff, obj, off, ogex, pk3, ply, prj, q3o, q3s, raw, scn, smd, stl, ter, uc, vta, x, xgl, xml, zgl.</description>
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    <item>
      <title>QLMesh - QuickLook plugin</title>
      <link>https://komsoft.eu/post/qlmesh/</link>
      <pubDate>Fri, 08 Jan 2016 18:32:54 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/qlmesh/</guid>
      <description>&lt;p&gt;QLMesh - QuickLook plugin for previewing 3d models, based of OpenAsset framework.&lt;/p&gt;</description>
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    <item>
      <title>Github projects</title>
      <link>https://komsoft.eu/post/2015-12-10-check-out-some-of-projects-i-continue-at/</link>
      <pubDate>Thu, 10 Dec 2015 12:36:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2015-12-10-check-out-some-of-projects-i-continue-at/</guid>
      <description>Check out some of projects I continue at http://github/ppiecuch: Shallow-water-fluid-simulator, FluidSolver and Vector. I have updated these projects to be working with the latest Qt versions.</description>
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    <item>
      <title>QShaderEdit</title>
      <link>https://komsoft.eu/post/qshaderedit/</link>
      <pubDate>Tue, 14 Jul 2015 22:21:16 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/qshaderedit/</guid>
      <description>For some time I have been developing some old project: QShaderEdit. I have upgraded the source code to Qt5 and added many new features + shaders. It is getting a pretty useful tool. I am using it for testing my shaders.</description>
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    <item>
      <title>NeuroCube for Blackberry</title>
      <link>https://komsoft.eu/post/neurocube/</link>
      <pubDate>Mon, 10 Mar 2014 11:33:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/neurocube/</guid>
      <description>&lt;p&gt;NeuroCube at Blackbrry AppWorld. Mind blowing puzzle game for Blackberry devices.&lt;/p&gt;</description>
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    <item>
      <title>Example of document made with Rockete</title>
      <link>https://komsoft.eu/post/librocket-example/</link>
      <pubDate>Sat, 09 Nov 2013 00:08:37 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/librocket-example/</guid>
      <description>Here is an example of my work taken from the application and made with Rockete and libRocket. You can see integrated libRocket debugger enabled.</description>
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    <item>
      <title>libRocket new features</title>
      <link>https://komsoft.eu/post/librocket-newfeatures/</link>
      <pubDate>Mon, 04 Nov 2013 10:56:27 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/librocket-newfeatures/</guid>
      <description>I have managed to merge into my copy of libRocket (https://github.com/ppiecuch/libRocket) changes made by the Unvanquished team. They are pretty significant: support for bitmap fonts (FNT), opacity attribute, colour modifier for decorators and some nice general improvements.</description>
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    <item>
      <title>FallingSand development continue</title>
      <link>https://komsoft.eu/post/fallingsand-development/</link>
      <pubDate>Sun, 03 Nov 2013 14:10:38 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/fallingsand-development/</guid>
      <description>I continue development of FallingSand - people requested for new element, so I am planning to add another 20 elements. This require some changes in the implementation but most of the work has been done. Still it is not clear how this will affect the performance of the whole application but I starting to target only the modest Apple and others hardware.</description>
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    <item>
      <title>Resolution testing panel for Rockete</title>
      <link>https://komsoft.eu/post/rocket-resolution/</link>
      <pubDate>Sat, 02 Nov 2013 22:28:53 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/rocket-resolution/</guid>
      <description>I have been working on previewing features for Rockete. Now it is possible to quickly switch resolution from Tool additional panel or even faster from toolbar:
Option for changing an orientation has been added and additionally: libRocket debugger has been added to the editor.</description>
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    <item>
      <title>Rockete and libRocket</title>
      <link>https://komsoft.eu/post/rockete/</link>
      <pubDate>Sun, 29 Sep 2013 19:04:46 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/rockete/</guid>
      <description>I continue development of the Rockete: libRocket visual editor. Repository of the editor is available at GitHub here: https://github.com/ppiecuch/Rockete and my modifications to libRocket I use in the editor can be found here: https://github.com/ppiecuch/libRocket.
Current changelog:
New project management options: the project can now be created, saved and open. It contains informations about paths and cutting info for every image. 9-patch creation support. New texture atlas preview: images and sprites from atlas can be preview now.</description>
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    <item>
      <title>libRocket and Rockete</title>
      <link>https://komsoft.eu/post/2013-09-20-i-continue-a-developement-of-librocket-editor-rockete/</link>
      <pubDate>Fri, 20 Sep 2013 12:35:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2013-09-20-i-continue-a-developement-of-librocket-editor-rockete/</guid>
      <description>I continue developement of libRocket editor: Rockete. Many improvments and new features - you can read more about this on my blog here: http://komsoft.atx.cx/rockete.</description>
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    <item>
      <title>Raspberry Pi osx cross compiler</title>
      <link>https://komsoft.eu/post/osx-cross-compile/</link>
      <pubDate>Sat, 09 Feb 2013 13:45:32 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/osx-cross-compile/</guid>
      <description>I have spent some time recently building OSX cross compiler for Raspberry Pi and runtime libraries (based on linaro gcc-4.7) - mostly for building Qt framework for RPi. If someone is interested I can send the whole 8GB disk image with building environment.</description>
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    <item>
      <title>Water Simulation</title>
      <link>https://komsoft.eu/post/2012-12-10-just-submitted-to-appstore-much-improved-water-simulation/</link>
      <pubDate>Mon, 10 Dec 2012 10:34:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-12-10-just-submitted-to-appstore-much-improved-water-simulation/</guid>
      <description>Just submitted to AppStore much improved water simulation - now with some more animation of plants and animals. It is free, so enjoy :)</description>
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    <item>
      <title>uniconvertor fixed Portfile</title>
      <link>https://komsoft.eu/post/uniconvertor/</link>
      <pubDate>Sun, 14 Oct 2012 22:44:37 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/uniconvertor/</guid>
      <description>I have fixed uniconvertor Macports&amp;rsquo; Portfile found here: https://trac.macports.org/attachment/ticket/26016/uniconvertor.tgz. uniconvertor is an Inkscape&amp;rsquo;s vector graphics converter. You can use these Portfiles in your own local Macport repository following instructions at: http://guide.macports.org/chunked/development.local-repositories.html.</description>
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    <item>
      <title>New Fallling Sand</title>
      <link>https://komsoft.eu/post/2012-05-20-new-major-upgrade-of-falling-sand-hi-res/</link>
      <pubDate>Sun, 20 May 2012 10:31:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-05-20-new-major-upgrade-of-falling-sand-hi-res/</guid>
      <description>New major upgrade of Falling Sand : hi-res simulation field for iPad, new set of icons and brand new Blackberry version.</description>
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    <item>
      <title>Word War vi on AppStore (FREE)</title>
      <link>https://komsoft.eu/post/wordwarvi/</link>
      <pubDate>Fri, 30 Mar 2012 17:30:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/wordwarvi/</guid>
      <description>Check out Word War vi on AppStore - it is FREE now.
Wordwarvi, or &amp;lsquo;Word War vi&amp;rsquo;, is an old school &amp;lsquo;80&amp;rsquo;s style side scrolling space shoot&amp;rsquo;em up arcade game.It presents a very nice balance between retro style and entertaining gameplay.It is about the battle between the two venerable unix editors, vi, and emacs. 0 The Story &amp;hellip; 1 In the beginning, there was ed. 2 Ed is the standard text editor.</description>
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    <item>
      <title>Amazing Spider promotion</title>
      <link>https://komsoft.eu/post/2012-03-14-promotion-for-amazing-spider-is-over-but/</link>
      <pubDate>Wed, 14 Mar 2012 14:37:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-03-14-promotion-for-amazing-spider-is-over-but/</guid>
      <description>Promotion for Amazing Spider is over - but now they are priced 0.99USD only.</description>
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    <item>
      <title>Falling Sand on Blackberry AppWorld</title>
      <link>https://komsoft.eu/post/2012-03-12-falling-sand-is-in-appworld-http-appworldblackberrycom-webstore-content-93455/</link>
      <pubDate>Mon, 12 Mar 2012 13:32:53 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-03-12-falling-sand-is-in-appworld-http-appworldblackberrycom-webstore-content-93455/</guid>
      <description>Falling Sand is in AppWorld : http://appworld.blackberry.com/webstore/content/93455/</description>
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    <item>
      <title>Falling Sand waiting on App World</title>
      <link>https://komsoft.eu/post/2012-03-01-playbook-qnx-version-of-falling-sand-has-been/</link>
      <pubDate>Thu, 01 Mar 2012 10:33:53 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-03-01-playbook-qnx-version-of-falling-sand-has-been/</guid>
      <description>PlayBook (QNX) version of Falling Sand has been submitted to BlackBerry App World.</description>
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    <item>
      <title>Explodomatica</title>
      <link>https://komsoft.eu/post/explodomatica/</link>
      <pubDate>Fri, 17 Feb 2012 14:56:57 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/explodomatica/</guid>
      <description>If you are in a need for some explosions or laser sounds this might help: Explodomatica - An automatic explosion sound generator by Stephen M. Cameron.
http://smcameron.github.com/explodomatica/
As usually, you can find OSX build here: http://code.google.com/p/ppiecuch-projects/downloads/list
PS. I recently moved files from code.google.com to OneDrive folder here</description>
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      <title>LODka 3d : Russian low-poly modeller</title>
      <link>https://komsoft.eu/post/lodka3d/</link>
      <pubDate>Sun, 12 Feb 2012 13:58:44 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/lodka3d/</guid>
      <description>Low-poly modeller - free alternative to Milkshape. Written with Delphi (so only Win32 version). Quite powerfully, with SDK and documentation. Actively developed. On the homepage you can find LODka file format description and example of loader in C++.
Analogue to MilkShape with some additional features such as:
work with multiple models simultaneously ability to calculate simple light maps support for rigid body physic ability to write scripts to create their own primitives available (DelphiWebScript) Looks very promising.</description>
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    <item>
      <title>Word War vi sources available</title>
      <link>https://komsoft.eu/post/2012-01-17-you-can-find-sources-of-word-war-vi/</link>
      <pubDate>Tue, 17 Jan 2012 18:39:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-01-17-you-can-find-sources-of-word-war-vi/</guid>
      <description>You can find sources of Word War vi at: http://code.google.com/p/ppiecuch-projects/, splited in two pieces: modifications to the original sources (eg. additional chars, new layout etc) and some of my iOS specific sources and resources. They are fully free to use.</description>
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    <item>
      <title>Word War vi is out</title>
      <link>https://komsoft.eu/post/2012-01-05-word-war-vi-is-out-i-am-just/</link>
      <pubDate>Thu, 05 Jan 2012 14:32:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2012-01-05-word-war-vi-is-out-i-am-just/</guid>
      <description>Word War vi is out. I am just preparing OSS sources and some of the other game&amp;rsquo;s resoures to be released here soon.</description>
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    <item>
      <title>OSS projects on code.gooogle.com</title>
      <link>https://komsoft.eu/post/oss-projects/</link>
      <pubDate>Sun, 01 Jan 2012 16:21:08 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/oss-projects/</guid>
      <description>From time to time I work with OSS projects, that I improve or extend. I have put some of these projects with sources on code.google.com:
Projects download
All of them are some sort of OSX builds (native of java). Currently you can find there:
RecastDemo.zip (RecastDemo - osx build) terrained.zip (Simple terrain generator) fasm.zip (fasm osx binaries) tiled-07122011.zip (tiled map editor improved - 2011-12-07) PS. After code.google.com has been discontinued, I recently moved everything to OneDrive folder.</description>
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      <title>Amazing Spider is free</title>
      <link>https://komsoft.eu/post/2011-12-24-amazing-spider-is-free-both-for-the/</link>
      <pubDate>Sat, 24 Dec 2011 18:33:54 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-12-24-amazing-spider-is-free-both-for-the/</guid>
      <description>Amazing Spider is free - both for the iPhone and iPad. Merry Christmas to everyone :)</description>
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      <title>iPad version of Word War vi game</title>
      <link>https://komsoft.eu/post/2011-12-24-i-am-finishing-ipad-port-version-of-word-war/</link>
      <pubDate>Sat, 24 Dec 2011 12:37:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-12-24-i-am-finishing-ipad-port-version-of-word-war/</guid>
      <description>I am finishing iPad port/version of Word War vi game (http://wordwarvi.sourceforge.net)</description>
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    <item>
      <title>Another update of Falling Sand</title>
      <link>https://komsoft.eu/post/2011-11-20-another-update-to-falling-sand-has-been-sent/</link>
      <pubDate>Sun, 20 Nov 2011 14:33:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-11-20-another-update-to-falling-sand-has-been-sent/</guid>
      <description>Another update to Falling Sand has been sent to AppStore: this time with several bugfixes and new Settings panel for control several game&amp;rsquo;s parameters.</description>
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    <item>
      <title>Cosmetics Tester</title>
      <link>https://komsoft.eu/post/tester/</link>
      <pubDate>Fri, 04 Nov 2011 10:47:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/tester/</guid>
      <description>Cosmetics Tester is on AppStore - helps you to read manufacture date of your cosmetics.
Take a look at several photos of examples of batch/lot codes. This application helps you to read manufacture date of your cosmetics. It is determined on the basis of the batch/lot code. Each company has its own format for this code. And it can be also a good indicator of whether a product is fake or not.</description>
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    <item>
      <title>Fallig Sand new major update</title>
      <link>https://komsoft.eu/post/2011-10-04-new-major-upgrade-of-falling-sand-is-on/</link>
      <pubDate>Tue, 04 Oct 2011 13:35:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-10-04-new-major-upgrade-of-falling-sand-is-on/</guid>
      <description>New major upgrade of Falling Sand is on AppStore: performance updates, new UI design and layout and - most important - Zombies :).</description>
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    <item>
      <title>DIY SSD disk with RAID5</title>
      <link>https://komsoft.eu/post/diy-ssd/</link>
      <pubDate>Wed, 28 Sep 2011 19:13:08 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/diy-ssd/</guid>
      <description>For my HP Microliant server I have prepared small RAID5 SSD disk build with 4 8GB pendrives. It fits and works perfect as a boot drive and allows you to use all 4 bays for storage disks.
Here the drive itself:
And how it fits inside server case: </description>
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    <item>
      <title>Falling Sand - my new iPhone/iPad entertainment toy</title>
      <link>https://komsoft.eu/post/falling-sand-2/</link>
      <pubDate>Fri, 09 Sep 2011 00:30:55 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/falling-sand-2/</guid>
      <description>My implementation of well known Falling Sand toy has just arrived to AppStore. You can find many more info at http://komsoft.ath.cx/falling.html.
Application works for all iDevices: phones and tablets.
Have a fun!
PS. Currently I am working on a new, cross-platform version of this application. Hope it will reach AppStore and GooglePlay soon.</description>
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      <title>Falling Sand 1.1 is on the AppStore</title>
      <link>https://komsoft.eu/post/2011-08-17-new-falling-sand-11-is-on-the-appstore/</link>
      <pubDate>Wed, 17 Aug 2011 10:32:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-08-17-new-falling-sand-11-is-on-the-appstore/</guid>
      <description>New Falling Sand 1.1 is on the AppStore - works as expected in iOS 4.3 for iPhone 4 users.</description>
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    <item>
      <title>Falling Sand 1.1 on AppStore</title>
      <link>https://komsoft.eu/post/2011-08-15-falling-sand-11/</link>
      <pubDate>Mon, 15 Aug 2011 16:38:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-08-15-falling-sand-11/</guid>
      <description>I have uploaded Falling Sand 1.1 to the AppStore.</description>
    </item>
    
    <item>
      <title>Falling Sand problems with iOS 4.3</title>
      <link>https://komsoft.eu/post/2011-08-10-bad-news-for-iphone-4-users-of-falling/</link>
      <pubDate>Wed, 10 Aug 2011 19:33:52 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-08-10-bad-news-for-iphone-4-users-of-falling/</guid>
      <description>Bad news for iPhone 4 users of Falling Sand - it appeared that there is a strange drawing issue in iOS 4.3 - I am preparing release 1.1 with the fix.</description>
    </item>
    
    <item>
      <title>Falling Sand on AppStore</title>
      <link>https://komsoft.eu/post/fallingsand/</link>
      <pubDate>Mon, 08 Aug 2011 19:35:54 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/fallingsand/</guid>
      <description>I am on AppStore with Falling Sand - this time this an universal app works with native iPhone and iPad resolution. Application is highly optimized and works smoothly even on iPhone/iPod 3.
&amp;ldquo;This is not a game but a highly addictive toy with thousands of fans around the world.&amp;rdquo;
The idea is just to create paths for the falling grains of sand, salt, water and oil to pass through. By mixing the different elements together you can create many colorful designs, complex structures that vary in space and time - the only limit is your imagination!</description>
    </item>
    
    <item>
      <title>Falling Sand is waiting on AppStore</title>
      <link>https://komsoft.eu/post/2011-08-05-ipad-version-of-famous-falling/</link>
      <pubDate>Fri, 05 Aug 2011 15:31:50 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-08-05-ipad-version-of-famous-falling/</guid>
      <description>I have implemented iPhone/iPad version of famous Falling Sand game - nice simulation of environment elements - I am waiting now for AppStore review.</description>
    </item>
    
    <item>
      <title>Polylines in OpenGL</title>
      <link>https://komsoft.eu/post/polylines/</link>
      <pubDate>Sun, 17 Jul 2011 18:52:28 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/polylines/</guid>
      <description>It is not easy to find an implementation of drawing polylines in OpenGL - especially with AA or joints. So it is always worth to mention any try and work in this direction:
http://artgrammer.blogspot.com/2011/07/drawing-polylines-by-tessellation.html
Very impressive implementation with segment colors, several joint types and caps. Nice work.</description>
    </item>
    
    <item>
      <title>Alan Murphy&#39;s thick line algorithm and implementation</title>
      <link>https://komsoft.eu/post/murphy/</link>
      <pubDate>Mon, 11 Jul 2011 14:34:54 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/murphy/</guid>
      <description>Based on the Alan Murphy&amp;rsquo;s modified Bresenham line drawing algorithm[/url] and gnu hp2xx source codes I have prepared simple routine for drawing pixel line any weight.
Main routine is named murphy_wideline and draws a line from (from_x,from_y) point to (to_x,to_y) point. Color and line thickness is described by global variables currStrokeWeight and currFillColor. Pixel setting function has signature: pixel(int x, int y, color_t c).
/* global */ int currStrokeWeight; color_t currFillColor; void pixel(int x, int y, color_t c); /* end */ #define my_lrint(a) ((int)((a)+0.</description>
    </item>
    
    <item>
      <title>fasm and fasmarm OSX builds</title>
      <link>https://komsoft.eu/post/fasm/</link>
      <pubDate>Fri, 01 Jul 2011 10:00:36 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/fasm/</guid>
      <description>Using instructions found at flat assembler forum: I have prepared fasm and fasmarm osx binaries (based on fasm ver 1.69.25).
fasm and fasmarm is here.</description>
    </item>
    
    <item>
      <title>AstroBlaster - my space shooter on AppStore</title>
      <link>https://komsoft.eu/post/astroblaster/</link>
      <pubDate>Tue, 28 Jun 2011 19:13:41 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/astroblaster/</guid>
      <description>Cross The Final Frontier with AstroBlaster - shoot and kill all your astro-enemies.
several attractive levels plenty of enemies many of visual effects Hours of the best fun quarantee!
More screenshots, enemies design and videos of the game at http://komsoft.ath.cx/astroblaster.html
PS. Sadly my (frankly speaking: quite old and simple) application did not survive Apple cleaning at AppStore.</description>
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    <item>
      <title>AstroBlaster is back on AppStore</title>
      <link>https://komsoft.eu/post/2011-04-03-i-had-sent-a-broken-package-to-appstore/</link>
      <pubDate>Sun, 03 Apr 2011 12:31:53 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-04-03-i-had-sent-a-broken-package-to-appstore/</guid>
      <description>I had sent a broken package to AppStore that sadly, has been accepted. I had to remove AstroBlaster from sale. Today it is back! New 1.2b version with even more improvments - like shooting sounds.</description>
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    <item>
      <title>AstroBlaster problems with new iOS</title>
      <link>https://komsoft.eu/post/2011-03-10-there-is-a-strange-problem-running-astroblaster-on/</link>
      <pubDate>Thu, 10 Mar 2011 16:38:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2011-03-10-there-is-a-strange-problem-running-astroblaster-on/</guid>
      <description>There is a strange problem running AstroBlaster on iPad: the screen is mirrored (propably only on iOS 4.2). Seems to be a problem with SDK 4.1 that AstroBlaster is compiled with. Problem disappeared after recompilation with SDK 4.2, so wait a moment if you have only iPad - update is on its way</description>
    </item>
    
    <item>
      <title>AstroBlaster - space shooter</title>
      <link>https://komsoft.eu/post/astroblaster/</link>
      <pubDate>Fri, 11 Feb 2011 14:36:53 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/astroblaster/</guid>
      <description>And here it comes: space shooter AstroBlaster has just reached AppStore.
Only you can save our World Do not let the colonists die Our faith overcomes Imperial Fleet Join us and become a Hero!
Cross The Final Frontier with AstroBlaster - shoot and kill all your astro-enemies. Hours of the best fun quarantee! The story and your mission Blast your way through the space destroying ships of Imperial Fleet. You are the one who can save the colonists from starvation, slavery and death&amp;hellip; The honour and surivial of the human race is in your hands&amp;hellip; Take up the challenge and fight!</description>
    </item>
    
    <item>
      <title>iPad version of AmazingSpider is on AppStore</title>
      <link>https://komsoft.eu/post/spider/</link>
      <pubDate>Wed, 22 Sep 2010 16:37:53 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/spider/</guid>
      <description>iPad version of AmazingSpider is on sale on AppStore - this time only for 0.99USD. I do not expect many people will be interested in this application - just slight changes in UI and sizes of the assets. The biggest difference is that at the end you can have 7 spiders on the screen. Anyway - looks quite fine.
Latest version for iPad: Screencast (from ver. 1.9): Watch spiders jumping while you shake (from ver.</description>
    </item>
    
    <item>
      <title>AmazingSpider 2.0 work in progress</title>
      <link>https://komsoft.eu/post/2010-09-21-i-am-still-working-on-final-version-of/</link>
      <pubDate>Tue, 21 Sep 2010 14:38:54 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2010-09-21-i-am-still-working-on-final-version-of/</guid>
      <description>I am still working on final version of AmazingSpider (2.0): bugfixing and mostly Retina display support - I received several negative comments about quality of application on iPhone4.</description>
    </item>
    
    <item>
      <title>AmazingSpider for Bada</title>
      <link>https://komsoft.eu/post/2010-09-20-bada-version-of-amazingspider-has-been-one-of/</link>
      <pubDate>Mon, 20 Sep 2010 18:36:51 +0200</pubDate>
      
      <guid>https://komsoft.eu/post/2010-09-20-bada-version-of-amazingspider-has-been-one-of/</guid>
      <description>Bada version of AmazingSpider has been one of the 300 qualifiers of Bada Developers Challange - Simulator Phase. Soon I will put it in Bada Applications Store.</description>
    </item>
    
    <item>
      <title>Switching between 2D &lt;&gt; 3D in OpenGL</title>
      <link>https://komsoft.eu/post/switch-2d-3d/</link>
      <pubDate>Wed, 03 Feb 2010 14:10:40 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/switch-2d-3d/</guid>
      <description>Source code that simplifies switching from 3D to 2D (if you, like me, drawing eg. all UI using simple 2d coordinates):
void begin2DGL ( int w, int h ) { glDisable (GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, w, 0, h, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef (0.375, 0.375, 0); } void end2DGL ( void ) { glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable (GL_DEPTH_TEST); } Or you might be interested in a block version:</description>
    </item>
    
    <item>
      <title>Falling Sand - My first iOS application</title>
      <link>https://komsoft.eu/post/falling-sand/</link>
      <pubDate>Fri, 04 Dec 2009 03:15:55 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/falling-sand/</guid>
      <description>My first iPhone application just hit the AppStore. Amazing Spider is very cool looking, natural simulation of the spider. You can drag it with your fingers, you can change its size and angle&amp;rsquo;s view and even feed with insects. Five spider&amp;rsquo;s skins are included in the application. It&amp;rsquo;s not free, but worth to get it :)
PS. Sadly my (quite old) application did not survive Apple cleaning at AppStore. I hope I will bring it back some day &amp;hellip;</description>
    </item>
    
    <item>
      <title>PalmOS WAP browser</title>
      <link>https://komsoft.eu/post/wap-universe/</link>
      <pubDate>Thu, 13 Nov 2008 01:40:04 +0000</pubDate>
      
      <guid>https://komsoft.eu/post/wap-universe/</guid>
      <description>Graveyard: I am (still) an owner of the Palm Tungsten T5 - here is the source of the old wap browser for PalmOS: W@P Universe (including binaries) with Xcode project (I think this might be even Xcode2).</description>
    </item>
    
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