Curb FFI – FFI port of Curb

In the meantime, I've also started work on porting (if that's the right word) Curb to FFI, with a view to moving away from the existing C code.


Building Curb on Windows

As I mentioned in my previous post, I'm now working on Curb again, and currently on Windows. Back in 2006 when I wrote the original Curb, I wouldn't go near a Windows box for religious reasons, and the project has never officially supported the platform. There are plenty of bugs and posts around about people … Continue reading Building Curb on Windows

Spritesheets Revisited – Game sprites with Inkscape + Gimp

I've lately been doing some work with the (awesome) Unity game engine, prototyping a 2D platformer using version 4.3's new 2D mode, and as part of that I needed to create some sprite-sheets for game-related animations and the like. As I've mentioned before, my tools of choice for graphical work are Inkscape and The GIMP, … Continue reading Spritesheets Revisited – Game sprites with Inkscape + Gimp

Random headache #57 – Rails 4 and Nokogiri on Windows

So I'm currently working on a rails-based internal app for a company I occasionally do some work for (and often, wish I didn't), and for one reason or another I'm stuck developing on a Windows box. I won't go into the reasons for this right now (suffice it to say that I blame Broadcom. Or … Continue reading Random headache #57 – Rails 4 and Nokogiri on Windows

One-to-many in ORMDroid – at last!

I'm pleased to announce that as of this morning, ORMDroid now has some basic support for one-to-many relationships between entities, thanks to Jacob Ferrero and as hinted at in a previous post. Jacob actually put this together a few months ago, the only hold-up has been me getting around to merging the code in, so … Continue reading One-to-many in ORMDroid – at last!