Alan Edwardes

Cloud Software & Game Development
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Most Used Tags

  • estranged
  • git
  • light
  • website
  • game
  • asset
  • level
  • editor
  • jenkins
  • code
  • file
  • lambda
  • player
  • unreal
  • dns
  • amazon
  • script
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  • s3
  • shadow

Posts in 2021

  • The Art of Mirror's Edge on 11th of Apr
  • Serving Static Websites Using Lambda@Edge on 20th of Mar
  • Thread Safe Random in C♯ on 16th of Mar
  • Spotting Fake Indie Game Key Requests on 11th of Mar
  • Jenkins Library for Unreal Engine 4 on 13th of Feb
  • Three Approaches to Readable Materials in First Person Games on 7th of Feb
  • Cheap Synthetic Monitoring with AWS Lambda on 24th of Jan

Posts in 2020

  • Generating Mipmaps for Render Targets in UE4 on 24th of Dec
  • Routing DNS over HTTPS Using Raspberry Pi on 6th of Oct
  • Tips for Building Games with Unreal Engine 4 on 3rd of Oct
  • Serving Localised Assets from S3 Using Lambda@Edge on 17th of May

Posts in 2019

  • Automating macOS Notarization for UE4 on 23rd of Nov

Posts in 2018

  • ISO Country Code to Unicode Flag in C♯ and JavaScript on 22nd of Jul
  • Serverless Git LFS for Game Development on 6th of Jan
  • Adding Custom Map Checks in UE4 on 3rd of Jan

Posts in 2017

  • Building and Deploying a React App Using AWS Lambda on 24th of Dec
  • Git HTTP Username and Password in Environment Variables on 22nd of Dec
  • Capturing and Uploading Screenshots in UE4 on 20th of Dec
  • Using Capsule Shadows on Large Objects in UE4 on 8th of Dec

Word "jenkins"

Viewing subset of posts matching the word "jenkins".

Jenkins Library for Unreal Engine 4

Posted February 13th, 2021 in game-development

For Estranged: The Departure, I released on Steam many hundreds of times, all at the push of a button using a tool called Jenkins.

At its core, Jenkins is a job scheduling system, where a job consists of some commands to run. You can define the job in the Jenkins interface or, as I prefer, in a Jenkinsfile which lives at the root of your source control repository.

I won't explain how to get a Jenkins server and attach a Windows build machine to it as there are better resources out there to explain that:

  • How to Install Jenkins on Ubuntu 20.04 | DigitalOcean
  • Jenkins Open Source Automation One-Click App | Marketplace | Linode
  • Step by step guide to set up master and agent machines on Windows

This post outlines the general-purpose Jenkins library I developed for Estranged. The library can be found here:

  • https://github.com/alanedwardes/Jenkins.UnrealEngine.Builder

Continue Reading »

Cheap Synthetic Monitoring with AWS Lambda

Posted January 24th, 2021 in cloud-software

I have a few miscellaneous services which I host for various personal things; MediaWiki, Jenkins, Grafana, Rocket Chat, etc. These are usually hosted on VPS machines with Docker, which means a "one size fits all" monitoring solution is hard.

If I were operating as a business, I would just opt for an off-the-shelf synthetic monitoring solution with a support contract and call it done, but in a personal capacity I don't particularly want to pay.

I had a few criteria:

  • Cheap/free
  • Ability to write synthetic checks using HTTP requests (not a headless browser, that is a bit OTT)
  • Synthetic checks preferably in C#
  • Alerting via email for when the checks fail
  • Hosted redundantly & managed (e.g. AWS, not on a VPS)
  • Low/zero maintenance

Continue Reading »

Automating macOS Notarization for UE4

Posted November 23rd, 2019 in game-development

One of the trickier requirements introduced with macOS Catalina was the requirement that all applications must be notarized, for any kind of distribution.

Xcode does have tools to do this for you, but when you're building software that is bootstrapped by its own build process (such as a game), or you automate the build and deployment of your app, you need to use the custom workflow.

This post will discuss the entire notarization process for an Unreal Engine 4 game, but the process is the same for any app bundle.

Continue Reading »

Building and Deploying a React App Using AWS Lambda

Posted December 24th, 2017 in cloud-software

If you use React with a static frontend web app, the deployment steps may comprise of the following:

  • Run npm install
  • Run npm test
  • Run npm build
  • Deploy build folder to Amazon S3 & invalidate CDN cache

The first part of the build only requires node.js & npm, and the second part can be written in JavaScript too as a package.json script (I'll go into that more below).

Since node and npm are both available on Lambda, we can write a Lambda function invoked using a post-commit webhook (from GitHub or BitBucket), which builds and deploys the React application.

A few advantages to doing this:

  • You don't need any orchestration infrastructure (Jenkins) or cost overhead of BitBucket pipelines and similar solutions
  • Since the environment is completely managed, the only changes you may need to make are updating the Node.js runtime version as Amazon release newer versions
  • Access to the S3 bucket is controlled using IAM roles, no access key/secret

Continue Reading »

Git HTTP Username and Password in Environment Variables

Posted December 22nd, 2017 in cloud-software

Sometimes when automating the use of the git command in scripts against GitHub or BitBucket, you may need to supply a username and password using environment variables.

One example is when using a Jenkinsfile groovy script in a Jenkins pipeline build, where you'd like to use credentials from the Jenkins credentials store.

Fortunately this is possible using a custom git credential helper, in this case a simple bash script (however you can use whatever language you like).

Credential Helper Shell Script

The shell script simply needs to echo a username and password back to git. The below script takes the $GIT_USERNAME and $GIT_PASSWORD environment variables, and prints them in a format git understands.

#!/bin/bash
echo username=$GIT_USERNAME
echo password=$GIT_PASSWORD

Save this as credential-helper.sh

Continue Reading »

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© 2021 Alan Edwardes