Here’s Nathan with a piece of good news:
After months of work, I’m glad to announce that Make Professional Painterly Game Art with Krita is out! It is the first Game Art training for your favourite digital painting program.
In this course, you’ll learn:
1. The techniques professionals use to make beautiful sprites
2. How to create characters, background and even simple UI
3. How to build smart, reusable assets
With the pro and premium versions, you’ll also get the opportunity to improve your art fundamentals, become more efficient with Krita, and build a detailed game mockup for your portfolio.
The course page has free sample tutorials and the answers to all of your questions.
We are happy to announce the release of Qt Creator 4.3 Beta!
Qt Quick Designer now integrates a QML code editor. This allows you to use views like the Properties editor and the Navigator also for text based editing. When you use the split view, you directly see the effects of what you are doing. The graphical editor got support for adding items and tab bar to stacked containers like StackedLayout and SwipeView, a tool bar with common actions, and support for HiDPI displays.
When you profile your Qt Quick application with the QML Profiler, you see performance information now also directly in the QML code editor. And the profiler itself received many performance improvements as well.
If you use Qt Creator with CMake 3.7 or later, we now use the server-mode that was added to CMake 3.7 for the benefit of IDEs. It provides much better information about the project structure, include paths, and more, than what we could parse from the generators and Makefile before. As a result you also see products and targets in the project tree and can build them individually.
Regardless of CMake version we added header files to the project tree, even if they are not listed explicitly in the project files. You now can also import existing builds of a CMake project, like we already provide for QMake based projects, which sets up a kit with the information found in the CMake cache from the build, and registers new toolchains and Qt versions as needed.
Sometimes code is interpreted differently in different contexts. A file can be used by different (sub-)projects with different defines, or be included in the context of C, C++, Objective-C, or Objective-C++. You already could choose a different project in the dialog behind the little # in the editor toolbar. We moved this to a separate dropdown menu in the editor toolbar, and added the choice of language as well.
If you are up for a bit of experimentation, enable the ClangRefactoring plugin. It adds preliminary support for clang-query to Advanced Find and uses Clang for the local renaming refactoring.
If you use Qt Creator for iOS development, you can now choose the developer team and provisioning profile used for signing. This overrides the default that QMake chooses and any settings you have in your project files.
Unfortunately the newest version 25.3.1 of the Android SDK does not work with current Qt and Qt Creator versions. Some essential tools that we relied on have changed. We are working on fixing the issue. You can track it through QTCREATORBUG-17814. For the time being please stay at Android SDK 25.2.5.
The CDB debugging support that we ship with our packages now uses a Python based pretty printing backend. That has multiple advantages. The debugger starts much faster, and the unification of pretty printing between GDB, LLDB and CDB brings more and better pretty printers to Qt Creator’s CDB support.
There have been many more improvements, which are described in more detail in our change log.
The opensource version is available on the Qt download page, and you find commercially licensed packages on the Qt Account Portal. Please post issues in our bug tracker. You can also find us on IRC on #qt-creator on chat.freenode.net, and on the Qt Creator mailing list.
Note: We now provide 64-bit offline installers for Windows.
Promocionar charlas es algo que quiero pensar que sirve para algo, au nque se que no generan ni demasiadas visitas ni comentarios. No obstante, con que solo una persona asista al evento en particular ya me doy por satisfecho. Es por ello que me complace anunciar que mañana 31 de marzo se realiza la charla “Por qué el Software Libre es importante” organizada en el marco de las XXX GulTalks en Leganés.
Esta mañana me he enterado que se va a realizar mañana 31 de marzo a las 19:30 una charla llamada “Por qué el Software Libre es importante” a cargo de Fernando Cerezal en la que expondrá el estado actual de la implementación de GNU/Linux en la sociedad actual así como de los peligros que se ciernen sobre este modelo.
La cuestión es que gracias a esta charla que ha aparecido en mi lista de correo (que a veces descuido, como en esta ocasión) descubro la existencia de XXX GulTalks, una serie de jornadas que se organizan el Grupo de Usuarios de Linux (GUL) de la Universidad Carlos III de Madrid del 27 al 31 de marzo en Leganés.
De esta forma descubro que, hoy mismo, 30 de marzo, se celebran otras charlas a partir de las 17 horas. Concretamente se trata de:
Y que mañana no solo hacen la que os he comentado, sino que también nos encontramos con más charlas como:
En definitiva, lástima que me haya enterado tarde de la existencia de este evento y no haya podido publicitarlo como se merece. Estoy seguro que las ponencias estarán francamente bien.
Más información: GulTalks
This is a neat little trick that’s been making the rounds, and after seeing success with several people on Reddit I thought it was worth posting somewhere more visible. This will look at removing screen tearing (often entirely) when using Nvidia Proprietary graphics on the Plasma Desktop.
First, you should only do this if…
The trick is enabling a feature called “Force Composition Pipeline”, or “Force Full Composition Pipeline”. What this does is essentially a driver-level vsync, but I haven’t found particularly good documentation on the feature. Most instructions you can find online will instruct you how to do this manually via config files, but I’ll explain how to do it via GUI as less can go wrong, and the GUI is there to be used. You can do a search online and easily find several manual sets of instructions if the GUI isn’t your thing.
If you still experience tearing, you may need to go and “Force Full Composition Pipeline”, which is a more extreme version of the feature.
As a follow-up, if the composition pipeline is on and working, the Nvidia driver is essentially providing its own flavour of vsync. You’ll likely want to turn off Kwins vsync otherwise you may experience stutter in several situations, where it essentially halfs your potential frame rate. This mostly applies to games, possibly video, and I only recommend this step if you see stutter too;
Of course, there are some “gotchas” to keep in mind!
First; if you change your displays, rotate them, or anything else, you may experience tearing again, especially if you disabled Kwins Tearing Prevention. You’ll need to go back in and re-apply the settings.
Second; you may see a performance impact with games. I personally haven’t, but several articles on this subject do mention it as a drawback of this feature. Additionally it’s not quite something you can toggle on/off easily if getting your game on is impacted.
Third; on laptops with Nvidia PRIME, you may have difficulty enabling this feature. If you do, you may want to leave Kwin Tearing Prevention alone should it switch to Intel graphics and begin tearing. I’m not an expert on this and cannot test this with a PRIME-enabled machine, so your mileage may vary.
Lastly; these are instructions from someone who doesn’t know a huge amount about drivers and display servers. For all I know this heats up your GPU to 300 degrees and was meant to roast marshmallows. Proceed with caution.
Special thanks to “AbstractOperator” and “cristianadam” for letting me know this works on multiple monitors, and cristianadam for pointing out this youtube video; play this video (ideally full-screen) to test and spot tearing.
Días como el de ayer están siempre marcados en rojo en mi calendario personal. Y eso que al final no pude participar en el nuevo podcast de KDE España: Cómo contribuir a que tu aplicación de Software Libre funcione correctamente. No obstante, los participantes dejaron el listón muy alto con el decimoséptimo podcast y estoy seguro que ya están ansiosos por grabar el siguiente.
El tercer podcast de vídeo de la tercera temporada de KDE España titulado “Cómo contribuir a que tu aplicación de Software Libre funcione correctamente”se grabó ayer utilizando los servicios de Google sin ningún problema técnico destacable.
Los participantes del decimoséptimo vídeo podcast fueron:
A lo largo de la hora y 15 minutos que duró el vídeo podcast se habló tanto de cómo ayudar a solucionar errores como la forma de colaborar con el desarrollo de cualquier proyecto libre.
Espero que os haya gustado, si es así ya sabéis: “Manita arriba“, compartid y no olvidéis visitar y suscribiros al canal de Youtube de KDE España.
Como siempre, esperamos vuestros comentarios que os aseguro que son muy valiosos para los desarrolladores, aunque sean críticas constructivas (las otras nunca son buenas para nadie). Así mismo, también nos gustaría saber los temas sobre los que gustaría que hablásemos en los próximos podcast.
Aprovecho la ocasión para invitaros a suscribiros al canal de Ivoox de los podcast de KDE España que pronto estará al día.
Quick update: Ishiiruka (fork of the Wii/GameCube emulator Dolphin for those who missed my last post) is now available on openSUSE Leap as well.
In addition to that, all openSUSE builds now build against shared wxWidgets 3.1 instead of statically linking the included one.
Hace un tiempo hablamos de OpenExpo 2017 hoy quiero comentar que una de las novedades más destacadas de la edición anterior ya ha pasado a su segunda fase. En otras palabras, ya se inician las votaciones de los Open Awards 2017, los premios que nacieron con la intención de consolidarse en el mundo del Software Libre como un referente anual y van en camino a conseguirlo.
En 2016 nacieron los Open Awards 2016, unos premios que tienen la intención de reconocer a las empresas y administraciones que crean y fomentan grandes soluciones con tecnologías Open Source en España. Tiene por objetivo fomentar, apoyar, reconocer y premiar los proyectos de código abierto y conocer las iniciativas Open Source más destacados del año
En su primera edición este blog se llevó el primer puesto en la categoría de mejor medio de los Open Awards 2016, gracias a todos por vuestro apoyo, pero este año, por diversas razones, no se ha inscrito. Y eso que han insistido incluso vía telefónica, aprovecho estas líneas para agradecer este detalle.
Este año siguen con su segunda edición de los Open Awards 2017, cuya nota de prensa es la siguiente:
“La convocatoria de los premios Open Awards – el mayor reconocimiento del sector Open Source & Software Libre – organizados por la Feria y Congreso OpenExpo, ha superado con creces todas las expectativas.
Los galardones más codiciados del mundo de las tecnologías abiertas, reconocen y premian los proyectos e iniciativas de código abierto más destacados, impulsan la notoriedad pública de las empresas, proyectos y administraciones participantes en los premios y valoran el trabajo realizado por todos ellos.
El próximo 3 de mayo se darán a conocer los nombres de los finalistas de los Open Awards, que en su segunda edición ha contado con la participación de 132 empresas y proyectos del sector. Esta cifra supone un incremento del 97% de la participación con respecto al año anterior.
Empresas de renombre como Liberty Seguros, Arsys, Toyota, Petronor, Eroski, Red Hat, Agencia Tributaria, Ediciones SM, BQ, gigas y lastminute.com, han presentado su candidatura a los premios y junto al resto de participantes, están esperando tu voto.
Conoce a todos los nominados y vota por tus empresas y proyectos favoritos para conseguir que se coloquen entre los 5 primeros de su categoría convirtiéndose así automáticamente en finalistas.
El acto de entrega de los Open Awards tendrá lugar el jueves 1 de junio dentro del marco de OpenExpo 2017 en La N@ve (Madrid), evento al que ya han confirmado su participación empresas como Microsoft, Arsys, OVH, Exevi, OTRS, Carto, Magnolia, Hopla! Software, Docker, WhiteBearSolutions, Bacula Systems, ackstorm, Google Cloud y mdtel, entre muchas otras.
Anímate y vota, tienes hasta el 30 de abril para hacerlo.
I’ve been trying macro photography and using the depth of field to make the subject of my photos stand out more from the background. This photo of a parrotfish shows promising results beyond “blurry fish butt” quality. I’ll definitely use this technique more often in the future, especially for colorful fish with colorful coral in the background.
My nickname is Dolly, I am 11 years old, I live in Cannock, Staffordshire, England. I am at Secondary school, and at the weekends I attend drama, dance and singing lessons, I like drawing and recently started using the Krita app.
My dad and my friend told me about it.
I draw on paper, and I like Krita more than paper art as there’s a lot more colours instantly available than when I do paper art.
I mostly draw my original character (called Phantom), I draw animals, trees and stars too.
I think choosing the colour is easy, its really good, I find getting the right brush size a little difficult due to the scrolling needed to select the brush size.
The thing most fun for me is colouring in my pictures as there is a great range of colour available, far more than in my pencil case.
I think Krita is almost perfect the way it is at the moment however if the brush selection expanded automatically instead of having to scroll through it would be better for me.
I can, I have attached some of my favourites that I have done for my friends.
I usually start with the a standard base line made up of a circle for the face and the ears, I normally add the hair and the other features (eyes, noses and mouth) and finally colour and shade and include any accessories.
I really enjoy Krita, I think its one of the best drawing programs there is!
I am extremely pleased to have confirmed the entire speaker line-up for foss north 2017. This will be a really good year!
Trying to put together something like this is really hard – you want the best speakers, but you also want a mix of local and international, various technologies, various viewpoints and much, much more. For 2017 we will have open hardware and open software, KDE and Gnome, web and embedded, tech talks and processes, and so on.
You may have heard about Dolphin, not our file manager but the GameCube and Wii emulator of the same name. What you may not have heard of is Ishiiruka, a fork of Dolphin that prioritizes performance over emulation accuracy – and clean code if comments by an upstream Dolphin author on Reddit are to be believed.
Although Ishiiruka began as a reaction to remove the Direct3D 9 renderer in the Windows version of Dolphin (which is probably why the Linux community ignored it for the most part), it also began to tackle other performance issues such as “micro stuttering”.
Recently the Git master branch of Ishiiruka shipped compilation fixes for Linux, so I decided to dust off my old dolphin-emu.spec file and give it a try (I’m hardly an expert packager). So after some dabbling I succeeded. For now only Fedora 24, Fedora 25, and openSUSE Tumbleweed are supported. The packages are available from https://software.opensuse.org/package/ishiiruka-dolphin-unstable.
openSUSE Leap requires some workaround because it defaults to GCC 4. I plan to look into it at a later time. Once Tino creates a new Stable branch that incorporates the Linux fixes, I’ll post it under https://software.opensuse.org/package/ishiiruka-dolphin.
If anyone of you is interested in Arch, Debian, Ubuntu,… packages (anything supported by OBS), I’ll gladly accept Submit Requests for PKGBUILD etc. files at https://build.opensuse.org/project/show/home:KAMiKAZOW:Emulators.
Hi all, I have an awesome laptop I bought from my son, a hardcore gamer. So used, but also very beefy and well-cared-for. Lately, however, it has begun to freeze, by which I mean: the screen is not updated, and no keyboard inputs are accepted. So I can't even REISUB; the only cure is the power button.
I like to leave my laptop running overnight for a few reasons -- to get IRC posts while I sleep, to serve *ubuntu ISO torrents, and to run Folding@Home.
Attempting to cure the freezing, I've updated my graphics driver, rolled back to an older kernel, removed my beloved Folding@Home application, turned on the fan overnight, all to no avail. After adding lm-sensors and such, it didn't seem likely to be overheating, but I'd like to be sure about that.
Lately I turned off screen dimming at night and left a konsole window on the desktop running `top`. This morning I found a freeze again, with nothing apparent in the top readout:
KDE.org quite possibly has one of the largest open-source websites compared to any other desktop-oriented project, extending beyond into applications, wikis, guides, and much more. The amount of content is dizzying and indeed a huge chunk of that content is about as old as the mascot Kandalf – figuratively and literally.
The KDE.org user-facing design “Aether” is live and various kinks have been worked out, but one fact is glaringly obvious; we’ve made the layers of age and look better by adding another layer. Ultimately the real fix is migrating the site to Drupal, so I figured this post would cover some of the thoughts and progress behind the ongoing work.
Right now work is on porting the Aether theme to Drupal 8, ideally it’ll be “better than perfect port” with Drupal optimizations, making better use of Bootstrap 4, and refinements. Additionally, I’m preparing a “Neverland-style” template for those planning to use Aether on their KDE-related project sites, but it’s more of a side-project until the Drupal theme lands. Recently the theme was changed to use Bootsraps’ Barrio base theme, which has been a very pleasant decision as we get much more “out of the box”. It does require a Bootstrap library module which will allow local or CDN-based Bootstrap installations, and while at first I was asking “why can’t a theme just be self-contained?”, now I’m understanding the logic – Bootstrap is popular, multiple themes use it, this will keep it all up-to-date and can be updated itself. I do think maybe one thing Drupal should do is have some rudimentary package management that says “hey, we also need to download this”, but it’s easy enough to install separately.
If you have a project website looking to port to Aether, I would first advise you simply waiting until you can consider moving your page to the main Drupal installation when it eventually goes live; in my perfect world I imagine Drupal unifying a great amount of disparate content, thus getting free updates. Additionally, consider hitting up the KDE-www mailing list and ask to help out on content, or place feature requests for front-end UI elements. While I’m currently lurking the mailing list, I’ll try to provide whatever info I can. On an aside, I had some Telegram confusion with some people looking to contribute and concerns from administrators, so please simply defer to the mailing list.
In terms of the Aether theme, I will be posting the basic theme on our git repo; when it goes up if you have Bootstrap and Twig experience (any at all is more than I had when I started), please consider contributing, especially if you maintain a page and would migrate to Drupal if it had the appropriate featureset. I will post a tiny follow-up when the repo is up.
I’m sorry that $feature behaves differently to how you expect it. But it’s the way it is and that’s by design. The feature work exactly as it’s supposed to work. I’m sorry, this won’t be changed.
With decisions like that, no wonder KDE is still a broken mess.
I wonder why the hell I even bother reporting issues. Bugs are by design these days.
Have a nice life.
A week ago I received my Raspberry Pi Zero W to play a bit with some IoT device. The specs of this small
device computer are the following:
But the interesting part comes with the connectivity:
And especially from one of the hidden features that allows one to use the device as a headless device and connect using SSH over USB adding the following line to config.txt:
And modifying the file cmdline.txt to add:
remember to create a file called ssh to enable SSH access to your Raspberry Pi. There are plenty tutorials over the Internet showing this!
One of the use cases which comes to my mind using this device and this feature is being able to create portable presentations and show them on any computer without the need of installing new software.
For the presentation, I used the qml-presentation-system (link).
More use cases could be:
Please comment if you have other ideas or use cases.
Today the Kubuntu team is happy to announce that Kubuntu Zesty Zapus (17.04) Beta 2 is released . With this Beta 2 pre-release, you can see and test what we are preparing for 17.04, which we will be releasing April 13, 2017.
NOTE: This is Beta 2 Release. Kubuntu Beta Releases are NOT recommended for:
* Regular users who are not aware of pre-release issues
* Anyone who needs a stable system
* Anyone uncomfortable running a possibly frequently broken system
* Anyone in a production environment with data or work-flows that need to be reliable
Getting Kubuntu 17.04 Beta 2:
* Upgrade from 16.10: run `do-release-upgrade -d` from a command line.
* Download a bootable image (ISO) and put it onto a DVD or USB Drive : http://cdimage.ubuntu.com/kubuntu/releases/zesty/beta-2/
Release notes: https://wiki.ubuntu.com/ZestyZapus/Beta2/Kubuntu
Now that Qt 5.9 is getting closer, let’s take a look at a minor but immensely useful improvement to the basic OpenGL enablers that form the foundation of Qt Quick and the optional OpenGL-based rendering path of QPainter.
Those looking at the documentation snapshots for 5.9 may have already come across some new functions in the venerable QOpenGLShaderProgram. What is more, most internal usages in Qt have been switched over to the new API. What does this mean in practice?
As explained here, such shader programs will attempt to cache the program binaries on disk using GL_ARB_get_program_binary or the standard equivalents in OpenGL ES 3.0. When no support is provided by the driver, the behavior is equivalent to the non-cached case. The files are stored in the global or per-process cache location, whichever is writable. The result is a nice boost in performance when a program is created with the same shader sources next time.
How big is the improvement? It varies. Some drivers have already been doing some sort of caching for the past couple of years, while some others have similar features in the pipeline. However, the gains turn out to be quite significant in practice on devices that are out in the field right now:
Do not read too much into the actual numbers. What is important is the difference between Qt 5.8 and 5.9. Also, a simple Qt Quick or GL-backed QPainter scene will definitely not use 10 programs, but as complexity grows, with Qt Graphical Effects and custom ShaderEffect items entering the picture, getting similar improvements does not look far fetched anymore.
In fact we gain something even on systems that employ shader caching already. Therefore every application’s startup and view switching times are expected to benefit with Qt 5.9 – without having to change anything.
Applications that use QOpenGLShaderProgram on their own can usually switch to the cacheable function variants by just changing the name in the function call. The change have to be a conscious decision, though, since some of the APIs change semantics when program binaries are used. Most notably, QOpenGLShader, addShader(), and removeShader() are incompatible with the program-level caching since they rely on individual shader compilation.
That’s it for now, stay tuned for more posts about exciting upcoming Qt 5.9 and 5.10 features.
The post Boosting performance with shader binary caching in Qt 5.9 appeared first on Qt Blog.
One of my pet peeves with teaching FP in C++ is that if we want to have efficient code, we need to catch functions and other callable objects as template arguments.
Because of this, we do not have function signatures that are self-documenting. Consider a function that outputs items that satisfy a predicate to the standard output:
We see that the template parameter is named
so we can imply that it needs to return a
bool (or something convertible to
and we can deduce from the function name
and the type of the first argument
that it should be a function that takes an
This is a lot of reasoning just to be able to tell what we can pass to the function.
For this reason,
std::function in his blog posts
it tells us exactly which functions we can pass in.
std::function is slow.
So, we either need to have a bad API or a slow API.
With concepts, the things will change.
We will be able to define a really short (and a bit dirty) concept that will check whether the functions we get are of the right signature:
Edit: Changed the concept name to Callable to fit the naming in the standard
[func.def] since it supports any callable, not just function objects
We will be able to call
foo with any callable that looks like a int-to-int function.
And we will get an error ‘constraint Callable<int(int)> is not satisfied’
for those that do not have the matching signature.
An alternative approach is to use
std::is_invocable type trait
(thanks Agustín Bergé for writing the original proposal and pointing me to it).
It will provide us with a cleaner definition for the concept,
though the usage syntax will have to be a bit different
if we want to keep the concept definition short and succulent.
When we get concepts (C++20, hopefully), we will have the best of both worlds – we will have an optimal way to accept callable objects as function arguments, and not sacrificing the API to do it.
Today, Functional Programming in C++ is again the Deal of the Day – you get half off if you use the code dotd032317au at cukic.co/to/manning-dotd
A few months ago, Helio blogged about building KDE 1 (again) on modern systems. So recently while cleaning up some boxes of old books, I found the corresponding books — which shows that there was a time that there was a market for writing books about the Linux desktop.
Particularly the top book, “Using KDE” by Nicholas Wells, is interesting. The first page I opened it up to was a pointer to the KDE Translation teams, and information on how to contribute, how to get in touch with the translation teams, etc. You can still find the translation info online, although the location has changed since 2000.
I did a day’s training at the FLOSS UK conference in Manchester on Chef. Anthony Hodson came from Chef (a company with over 200 employees) to provide this intermediate training which covered writing receipes using test driven development. Thanks to Chef and Anthony and FLOSS UK for providing it cheap. Here’s some notes for my own interest and anyone else who cares.
Using chef generate we started a new cookbook called http.
This cookbook contains a .kitchen.yml file. Test Kitchen is a chef tool to run tests on chef recipes. ‘kitchen list’ will show the machines it’s configured to run. Default uses Virtualbox and centos/ubuntu. Can be changed to Docker or whatever. ‘kitchen create’ will make them. ‘kitchen converge to deploy. ‘kitchen login’ to log into v-machine. ‘kitchen verify’ run tests. ‘kitchen test’ will destroy then setup and verify, takes a bit longer.
Write the test first. If you’re not sure what the test should be write stub/placeholder statements for what you do know then work out the code.
ChefSpec (an RSpec language) is the in memory unit tests for receipes, it’s quicker and does finer grained tests than the Kitchen tests (which use InSpec and do black box tests on the final result). Run with chef exec rspec ../default-spec.rb rspec shows a * for a stub.
Beware if a test passes first time, it might be a false positive.
ohai is a standalone or chef client tool which detects the node attributes and passes to the chef client. We didn’t get onto this as it was for a follow on day.
Pry is a Ruby debugger. It’s a Gem and part of chefdk.
To debug recipes use pry in the receipe, drops you into a debug prompt for checking the values are what you think they are.
I still find deploying chef a nightmare, it won’t install in the normal way on my preferred Scaleway server because they’re ARM, by default it needs a Chef server but you can just use chef-client with –local-mode and then there’s chef solo, chef zero and knife solo which all do things that I haven’t quite got my head round. All interesting to learn anyway.
Bringing software into a safety critical environment can be tricky, especially when using the complex APIs needed for modern 3D graphics. That’s what makes OpenGL SC (Safety Critical) so important: it bridges the gap between beautiful displays and functional safety, while trying to remain as close to existing embedded standards that we all know and love. OpenGL SC will only become more prevalent in embedded graphics work as industries increasingly try to merge safety conscious methodologies with user-friendly interfaces. continue reading
Ryou is the amazing artist from Japan who made the Kiki plastic model. Thanks to Tyson Tan, we now have an interview with him!
I’m Ito Ryou-ichi (Ryou), a Japanese professional modeler and figure sculptor. I work for the model hobby magazine 月刊モデルグラフィックス (Model Graphics Monthly), writing columns, building guides as well as making model samples.
Building plastic models has been my hobby since I was a kid. Back then I liked building robot models from anime titles like the Gundam series. When I grew up, I once worked as a manga artist, but the job didn’t work out for me, so I became a modeler/sculptor around my 30s (in the 2000s). That said, I still love drawing pictures and manga!
Being a former manga artist, I like to articulate my figure design from a manga character design perspective. First I determine the character’s general impression, then collect information like clothing style and other stuff to match that impression. Using those references, I draw several iterations until I feel comfortable with the whole result.
Although I like human and robot characters in general, my favorite has to be kemono (Japanese style furry characters). A niche genre indeed, especially in the modeling scene — you don’t see many of those figures around. But to me, it feels like a challenge in which I can make the best use of my taste and skills.
There are many ways of prototyping a figure. I have been using epoxy putty sculpting most of the time. First I make the figure’s skeleton using metallic wires, then put epoxy putty around the skeleton to make a crude shape for the body. I then use art knives and other tools to do the sculpting work, slowly making all the details according to the design arts. A trusty old “analogue approach” if you will. In contrast, I have been trying the digital approach with ZBrushCore as well. Although I’m still learning, I can now make something like a head out of it.
In case of Kiki’s figure (and most of my figures), the final product is known as a “Garage Kit” — a box of unassembled, unpainted resin parts. The buyer builds and paints the figure by themselves. To turn the prototype into a garage kit, the finished prototype must first be broken into a few individual parts, make sure they have casting friendly shapes. Silicon-based rubber is then used to make molds out of those parts. Finally, flowing synthetic resin is injected into the molds and parts are harvested after the injected resin settled. This method is called “resin casting”. Although I can cast them at home by myself, I often commission a professional workshop to do it for me. It costs more that way, but they can produce parts of higher quality in large quantity.
Some time ago I came across Tyson Tan’s character designs on Pixiv.net and immediately became a big fan of his work. His Kiki pictures caught my attention and I did some research out of curiosity, leading me to Krita. I haven’t yet learned how to use Krita, but I’ll do that eventually.
Ryou: Before making Kiki, I had already collaborated with a few other artists, turning their characters into figures. Tyson has a unique way of mixing the beauty of living beings and futuristic robotic mechanism that I really liked, so I contacted him on Twitter. I picked a few characters from his creations as candidates, one of them was Kiki. Although more ”glamorous” would have been great too, after some discussion we finally decided to make Kiki.
Tyson: During the discussions, we looked into many of my original characters, some cute, some sexy. We did realize the market prefer figures with glamorous bodies, but we really wanted to make something special. Kiki being Krita’s mascot, a mascot of a free and open source art software, has one more layer of meaning than “just someone’s OC”. It was very courageous for Ryou to agree on a plan like that, since producing such a figure is very expensive and he would be the one to bear the monetary risk. I really admire his decision.
The Kiki figure kit can be ordered from my personal website. I send them worldwide: http://bmwweb3.nobody.jp/mail2.html
I plan to collaborate with other artists in the future to make more furry figures like Kiki. I will contact the artist if I like their work, but you may also commission me to make a figure for a specific character.
I hope through making this Kiki figure I can connect with more people!
Ryou’s Personal Website: http://bmwweb3.nobody.jp/
WireGuard is participating in Google Summer of Code 2017. If you're a student who would like to be funded this summer for writing interesting kernel code, studying cryptography, building networks, or working on a wide variety of interesting problems, then this might be appealing. The program opened to students on March 20th. If you're applying for WireGuard, choose "Linux Foundation" and state in your proposal that you'd like to work on WireGuard with "Jason Donenfeld" as your mentor.
Kdenlive development might look a bit slow these last months, but we are very busy behind the scene. You can join us tonight on our monthly café to get an insight of the current developments, follow the discussions or ask your questions.
Café will be at 21pm, european time, on irc.freenode.net, channel #kdenlive
More news on the next releases will follow soon, so keep tuned.
If you read my recent blog post, I defined a file type (*.webapp) that contains instructions to build an Electron Web App, I wrote a script to install *.webapp files (nativefier-freedesktop) and a script/wizard to build *.webapp files starting from a URL. And I published a first Web App in KDE Store / Opendesktop / Linux-Apps.
What inspire me was AUR (Arch Linux User Repository): since it’s not safe to install binaries distributed by users, AUR hosts instead instructions to automatically download sources, build an Arch package and install it. The principle of *.webapp is the same: instructions that let the users build web apps locally, eventually with custom CSS/JS to have, for example, a dark version of some famous site like YouTube.
Also, when I use KDE Neon or other distros I miss AUR a lot: on it you can find everything and install it quickly, you can find also Git versions of apps that are in the official repos in their stable release. So I thought: since now there are distro-agnostic packages, like Flatpak, Snap and AppImage, why not create the “distro-agnostic AUR”? It would work exactly like AUR but at the end of installation process it doesn’t create an Arch package but a Flatpak/Snap/AppImage one.
So a developer could distribute i.e. the Flatpak of the 1.0 stable version of his app and an user could decide to write a DAUR (“Distro-agnostic User Repository” package with the recipe to build a Flatpak using the sources from Git, so other users will be able to install the official 1.0 version in Flatpak and the development version also in Flatpak. Or maybe an user could write a recipe for Snap because he don’t like that the developer distributes only a Flatpak etc, use cases are many.
If you like the idea, please share it to grow the interest.
KDevelop 5.1.0 released
We are happy to announce the release of KDevelop 5.1! Tons of new stuff entered KDevelop 5.1. Here's a summary of what's new in this version:
We had a great student for GSoC 2016 implementing LLDB support in KDevelop. The end result is that we now have a debugger framework which can be used both for the GDB & LLDB MI communcation. The LLDB plugin teaches KDevelop to talk to the standalone LLDB MI Driver (lldb-mi); so now it's possible to use LLDB as an alternative debugger backend for KDevelop. One interesting thing with LLDB that it's also potentially useful on OS X & Windows for us, especially when the Windows port of LLDB is getting more and more stable.
With 5.1, KDevelop got a new menu entry Analyzer which features a set of actions to work with analyzer-like plugins. During the last months, we merged analyzer plugins into kdevelop.git which are now shipped to you out of the box:
Cppcheck is a well-known static analysis tool for C/C++ code. Cppcheck is useful for taking a closer look at your source code checking for common programming faults such as out of bounds accesses, memory leaks, null pointer dereferences, uninitialized variables, etc. pp. With the Cppcheck integration in KDevelop running the cppcheck executable is just one click away. KDevelop will pass the correct parameters to cppcheck including potential include paths and other options.
While the Cppcheck plugin is shipped out of the box, other analyzers are not considered 100% stable yet and still reside in their own repositories. The clang-tidy plugin looks super promising (another static analysis & refactoring tool for C/C++) as it really easy to use from the command-line and thus easy to integrate into our IDE. We plan to import more of those analyzers into kdevelop.git so they'll be part of the kdevelop tarball and are thus available to you without having to install yet another package.
Since 5.1 KDevelop is able to parse code written in the Open Computing Language (OpenCL). The OpenCL language support inside KDevelop is backed by our Clang-based language support backend and thus just required minimal changes in KDevelop to start supporting it. Support for handling NVidia's CUDA files will be part of 5.2 instead. Stay tuned.
Note that for KDevelop to detect .cl files as OpenCL files, an up-to-date shared-mime-info package which contains this patch is required. Alternatively, you can add the mime type yourself by creating the file /usr/share/mime/text/x-opencl-src.xml with appropriate contents and re-running update-mime-database yourself.
Python language support now supports Python 3.6 syntax and semantics. In addition, thanks to the work of Francis Herne, various long-standing issues in the semantic analysis engine have been fixed:
These improvements were accompanied by cleaning up dusty code, making future changes simpler as well.Furthermore, our style checker integration has been rewritten, making it much faster and easier to configure.
Thanks to Morten Danielsen Volden we now have Perforce integration in kdevplatform.git, which can be used freely starting with KDevelop 5.1. Perforce is a commercial, proprietary revision control system. The Perforce integration in KDevelop simply works by running a local version of the p4 executable (needs to be installed independently of KDevelop) with appropriate parameters. This is similar to how KDevelop integrates with other VCS, such as Git & Bazaar.
It is now possible to select the current color scheme from within KDevelop, a feature which has been requested several times in the past. This is especially useful for when KDevelop is run under a different desktop environment than KDE Plasma, where the color scheme settings may not be easily accessible.
We're continuously improving the Windows version of KDevelop and we're planning to release a first KDevelop version for OS X soon (yep, we're repeating us here, please stay tuned!). For the Windows version, we upgraded the KF5 version to 5.32 and the LLVM/Clang version to 3.9.1.
Together with the source code, we again provide a prebuilt one-file-executable for 64-bit Linux, as well as binary installers for 32- and 64-bit Microsoft Windows. You can find them on our download page.
The 5.1.0 source code and signatures can be downloaded from here.
Please give this version a try and as always let us know about any issues you find via our bug tracker.
Timothée Giet has finished his latest training course for Krita. In three parts, Timothée introduces the all-new animation feature in Krita. Animation was introduced in Krita 3.0, last year and is already used by people all over the world, for fun and for real work.
Animation in Krita is meant to recreate the glory days of hand-drawn animation, with a modern twist. It’s not a flash substitute, but allows you to pair Krita’s awesome drawing capabilities with a frame-based animation approach.
In this training course, Timothée first gives us a tour of the new animation features and panels in Krita. The second part introduces the foundation of traditional animation. The final part takes you through the production of an entire short clip, from sketching to exporting. All necessary production files are included, too!
Animate with Krita is available as a digital download and costs just €14,95 (excluding VAT in the European Union) English and French subtitles are included, as well as all project files.