• C++ / Unreal Engine game developer
  • VR and Oculus developer
  • FreeBSD ports contributor
  • *nix enthusiast

Rust Devs Think We’re Hopeless; Let’s Prove Them Wrong (with C++ Memory Leaks)!

Rust Devs Think We’re Hopeless; Let’s Prove Them Wrong (with C++ Memory Leaks)!

Rust Devs Think We’re Hopeless; Let’s Prove Them Wrong (with C++ Memory Leaks)!

When Rust developers think of us C++ folks, they picture a cursed bloodline — generational trauma passed down from malloc to free. To them, every line of C++ we write is like playing Russian Roulette — except all six chambers are loaded with undefined behavior.

They look at us like we’re hopeless. Like we’re one dangling pointer away from therapy. But you know what? We don’t need a compiler nanny. No borrow checker. No lifetimes. No ownership models. No black magic. Not even Valgrind is required. Just raw pointers, raw determination, and a bit of questionable sanity.

So in this video, I’m going to show you how to hunt down memory leaks like you were born with a pointer in one hand and a debugger in the other.

If that sounds unreasonably dangerous — and incredibly fun — smash that subscribe button, and let’s dive into the deep end of the heap.

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Building Unreal Engine 5.6 From the GitHub Source Code on Microsoft Windows

Building Unreal Engine 5.6 from the GitHub Source Code

Building Unreal Engine 5.6 from the GitHub Source Code

Alright… I’m back. Yes, I know—I vanished for a while. But just like the upcoming Unreal Engine 5.6 release, I’ve been quietly cooking in the shadows. And now… we’re both making a comeback.

Today’s tutorial is all about how to build Unreal Engine 5.6 from source—on Windows. That’s right, 5.6 isn’t officially out yet, but we’re not waiting around. If you’re impatient like me—or just curious to see what Epic’s brewing before the rest of the world—this video is for you.

Now, some of you patient folks out there might be thinking: “Why bother? Can’t I just wait for the release?” Fair question. But here’s the deal—I work for a company that publishes Unreal Engine plugins on the Fab Store. And they want their plugin ready on day zero when the new engine drops. The catch? Epic only allows you to submit plugins once the final version is officially released. So to stay ahead of the curve, we grab the source early, build it, test it, and make sure everything works before the launch day.

And hey, if you’re a Linux user—don’t worry—I’ve got a separate video coming soon. Just not today. Because building on Linux is like dating in your forties… not complicated, exactly—just different.

We’ll be diving into more Unreal Engine 5.6 goodness over the coming months, so buckle up, hit that subscribe button, and let’s get nerdy.

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Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/Pro/3/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins

Hey everyone! Welcome back to the channel! In the last tutorial, we tackled deploying Unreal Engine projects to Android and Meta Quest in standalone mode—because who doesn’t love the thrill of watching their code actually work on a headset? But if you caught that episode, you’ll remember I dropped a little plot twist: Unreal Engine’s built-in OpenXR plugin… yeah, it’s like that friend who shows up at your party and forgets to bring their own hand-tracking support for Android. Awkward, right?

Well, today, we’re fixing that. We’re making sure the hand-tracking projects we developed together earlier in this series, have non-broken, fully functional hand-tracking and play nice on your Meta Quest and HTC Vive HMDs in standalone mode. Whether you’re team Meta or team HTC, I’ve got you covered.

Let’s jump right in and get the hand-tracking working exactly the way it’s supposed to!

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Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

Deploy Unreal Engine Projects to Android and Meta Quest 3S/3/Pro/2 in Standalone Mode

All right… so… you might be wondering—where have I been? Did I fall into a virtual void or some digital black hole? Did I get sucked into a never-ending loading screen? Did Unreal Engine finally crash me for good? Well, almost.

But I’m back! Back from the digital abyss. And let me tell you, I was this close to naming this video: ‘How to Deploy Your Soul to Standalone Mode’… because burnout is real, my friends.

Jokes aside, YOU—yes, you awesome people—kept me going. I read your comments. I saw your feedback. And honestly, some of those messages… they were half encouragement, half passive-aggressive ‘Bro, where’s the next tutorial?!’ You all have zero chills. But… I like that. That’s what got me here today.

So, by popular demand and an ungodly amount of coffee, here we are. Today, we will deploy your Unreal Engine projects to Meta Quest. We’re talking Android standalone mode, baby!

And if you’ve been struggling with this process, don’t worry. I’ve suffered so you don’t have to. You’re welcome!

But, before we dive into the screen-sharing and the real stuff, you know the drill. Smash that like button, subscribe, and drop a comment. If you don’t, I’ll deploy you into an infinite loop of beginner VR setup tutorials. Trust me, you don’t want that. So, it’s your call!

All right! Let’s get into it.

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Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking in Unreal Engine

Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking in Unreal Engine

Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking in Unreal Engine

Building on the Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial, this slightly more advanced tutorial will dive deeper into the following topics:

  • Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
  • Adding custom debugging gizmos to improve development and testing workflows.
  • Visualizing debug virtual hands by incorporating the custom gizmos.
  • Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
  • Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.

This guide will help you take your VR projects to the next level with polished and practical implementations.

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WebRTC IP Leak Demonstration

WebRTC IP Leak Demonstration using Rust and JavaScript

WebRTC IP Leak Demonstration using Rust and JavaScript

Deep in the vast jungle of the internet, an elusive predator lies in wait: the WebRTC IP leak. This invisible hunter slithers through the dense digital undergrowth, silent and unseen, ready to strike its next target. The IP addresses of its unsuspecting victims are exposed in an instant. But its danger isn’t merely technical; if you’re a political activist in a repressive regime, leaking your IP could jeopardize your very life. Today, we embark on an expedition to track this hidden predator, uncover its secrets, and learn how to protect ourselves before it strikes.

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Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine

Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine

Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine

Here’s a lesser-known fact about me. Once upon a time, when it was just me and the dinosaurs… Okay, maybe not that far back, but long before VR headsets, the Metaverse, and the social media craze, I used to teach people things for 8 years! I loved it so much that, honestly, I could talk for hours (don’t worry, I won’t in this video)!

Anyway, enough of my rambling! Recently, I rediscovered that passion for teaching, and I’m thrilled to kick off a VR tutorial series in Unreal Engine. That’s why, as the introductory step into this series, we’re diving hands-first into the fascinating world of virtual reality.

But, before we jump in, make sure to hit that subscribe button so you don’t miss any of my VR adventures.

Ready? Let’s bring those virtual hands to life!

Find the link to the video tutorial and the project repository down below.

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How to disable HP Proliant ML350p Gen8 P420i RAID controller, enable HBA mode (a.k.a. pass-through), and perform a FreeBSD root on ZFS installation

I recently purchased a second-hand HP Proliant ML350p Gen8 in order to be used as a home server and to my disappointment realized I won’t be able to disable the hardware RAID that comes with this model, at least at first glance. Well, there is a way to do that, which is supported by HP themselves. And, this is how to do it the easy way!

But, before we proceed any further, you might ask why do I need to disable the hardware RAID? The answer is because I need to install ZFS. There is already plenty of documentation why installing ZFS on a hardware RAID is a terrible idea. Thus, I won’t go over that since it’s not the focus of this article.

Again, before we go any further there’s a catch you should know about. If you’d enable HBA-mode, the server won’t be able to boot from any disk connected in HBA mode to the controller! You should consider this before converting to HBA mode. In case you need to perform a FreeBSD/Linux root on ZFS installation through this controller there are two solutions:

1. Installing in hardware RAID mode, but making each disk a RAID-0 array consisting of only one disk. For example, if you’ve got 8 disks, you’ll end up with 8 RAID-0 arrays. Then you’d perform a ZFS installation and your operating system boots as expected. Though this is not recommended and if you’d proceed with this approach, it renders the rest of this post useless.

2. HP Proliant ML350p provides an SD-Card slot, which can be used to install a full system, which is not recommended due to the wear and tear effect of SDCards with each write-operation on them. In addition to that, this storage type is costly and slow. For example, a SanDisk SDXC Extreme Pro 256GB, which provides a write speed of 90MB/s and read speed of 170MB/s, costs around €99,99 where I live. With today’s standards, this is not fast at all or even good enough, especially on a server. I was also able to find a Sandisk CF Express Extreme Pro 512GB type B, with a write speed of 800MB/s and a read speed of 1500MB/s. It only costs €629,-, which costs an arm and leg to buy!

So, then! What’s the solution one might ask? We are going to install only /boot partition on the internal SD Card. Note, that placing only a bootloader such as GRUB, rEFInd or other similar tools won’t work as they won’t be able to see the boot drive anyway! So, the only solution is to put the boot partition on the SDCard. This way, the system only reads it one time at boot and it does not even have to be an expensive SD-Card.

So, let’s begin!

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