- copy the file
commit-msg
to.git/hooks/commit-msg
- make sure your delete the sample file
.git/hooks/commit-msg.sample
- Make commit msg executable.
chmod +x .git/hooks/commit-msg
- Edit
commit-msg
to better fit your development branch, commit regex and error message - Profit $$
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | |
Version 2, December 2004 | |
Copyright (C) 2011 Jed Schmidt <http://jed.is> | |
Everyone is permitted to copy and distribute verbatim or modified | |
copies of this license document, and changing it is allowed as long | |
as the name is changed. | |
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE |
# Makefile for gtest examples | |
GOOGLE_TEST_LIB = gtest | |
GOOGLE_TEST_INCLUDE = /usr/local/include | |
G++ = g++ | |
G++_FLAGS = -c -Wall -I $(GOOGLE_TEST_INCLUDE) | |
LD_FLAGS = -L /usr/local/lib -l $(GOOGLE_TEST_LIB) -l pthread | |
OBJECTS = main.o string-compare.o |
// | |
// Custom syscall for extended symbol resolving (allow specifying of library name, flags to be able to use mangled symbol names) on PS4. | |
// | |
// NOTE: slide offsets are for 5.00/5.01 kernel. | |
// | |
// | |
// PATCHES (syntax: offset,name,old,new). | |
// |
# PS4 Signed ELF Parser | |
# SocraticBliss (R) | |
# Thanks to Znullptr and flatz <3 | |
from binascii import hexlify as hx | |
import struct | |
import sys | |
def self_header(file): | |
# MAGIC = 4F 15 3D 1D |
//------------------------------------------------ | |
//--- 010 Editor v9.0 Binary Template | |
// | |
// File: PS4_SELF.bt | |
// Authors: SocraticBliss | |
// Version: 1.0.0 | |
// Purpose: 1) Decode the Signed ELF format for the PS4 (64 bit) | |
// 2) Decode the ELF program and section headers | |
// | |
// Category: Game |
//------------------------------------------------ | |
//--- 010 Editor v9.0 Binary Template | |
// | |
// File: PS4_PKG.bt | |
// Authors: SocraticBliss | |
// Version: 1.0.0 | |
// Purpose: 1) Decode the PKG format for the PS4 (64 bit) | |
// | |
// Category: Game | |
// File Mask: * |
These notes are pretty much the same steps as the two extensions list, it's just that I had to collate them together because neither seems to list it fully in the proper order.
-
Install Synthwave β84/Synthwave + Fluoromachine theme on VS Code (I used the Fluoromachine one)
-
Install Custom CSS and JS Loader
-
Command + Shift + P to open command palette > "Preferences: Open settings (JSON)"
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
{ | |
"final_space": true, | |
"console_title": true, | |
"console_title_style": "folder", | |
"blocks": [ | |
{ | |
"type": "prompt", | |
"alignment": "left", | |
"horizontal_offset": 0, | |
"vertical_offset": 0, |