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During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:

  • Godot C# support is inefficient
  • Godot API and binding system is designed around GDScript
  • Godot is not production ready

In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot

Wonder Boy: The Dragon's Trap
-----------------------------
Quick Guide for programmers
Last updated October 2018
Contact: Omar Cornut <XXXXXX
===============================================
INDEX
===============================================
@repi
repi / crate-health.md
Last active February 22, 2024 01:17
Guidelines on evaluating health & quality of third-party crates at Embark

What to evaluate and consider before adding usage of new third-party crates.

These are not exact requirements but questions to investigate and discuss to help reason around the health, safety, maintainability, and more around crates.

This can also be read as an opinionated guide for crate authors of what our (Embark's) guidelines and recommendations are, though should not be taken too literally.

Legend: 🔒 Must have, ⭐️ Should have, 👍 Nice to have, ℹ️ Info

A good way to think about a buffer or an image descriptor is to imagine it as a very fat pointer. This is, in fact, not too far removed from reality, as we shall see.

Taking a peek at radv, we find the uniform buffer and storage buffer descriptors to be a 4-word tuple, where the first two words make up the address, followed by length in bytes for bounds checking and an extra word, which holds format information and bounds checking behavior [^1].

Similarly, the sampled image descriptor is a 16-word tuple containing an

So if your projection matrix P =
m11 m12 m13 m14
m21 m22 m23 m24
m31 m32 m33 m34
m41 m42 m43 m44
Then
p_clip = (x_clip,y_clip,z_clip,w_clip)^T = P * (x,y,z,1)^T
We don't actually care about z_clip here, so drop the third row:
@ZipFile
ZipFile / README.md
Last active June 26, 2024 02:19
Pixiv OAuth Flow

Retrieving Auth Token

  1. Run the command:

    python pixiv_auth.py login

    This will open the browser with Pixiv login page.

@avoidik
avoidik / README.md
Last active May 29, 2024 09:01
Repack APK, make it debuggable
@Kestrer
Kestrer / how-to-write-hygienic-macros.md
Created October 17, 2020 05:35
A guide on how to write hygienic Rust macros

How to Write Hygienic Rust Macros

Macro hygiene is the concept of macros that work in all contexts; they don't affect and aren't affected by anything around them. Ideally all macros would be fully hygienic, but there are lots of pitfalls and traps that make it all too easy to accidentally write unhygienic macros. This guide attempts to provide a comprehensive resource for writing the most hygienic macros.

Understanding the Module System

First, a little aside on the details of Rust's module system, and specifically paths; it is

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 28, 2024 15:33
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

@samvrlewis
samvrlewis / longest-git-commit-message
Last active January 18, 2024 12:48
Get the longest git commit messages
git rev-list --no-merges "${1:-HEAD}" | while read rev; do echo "$(git show -s --format='%b' $rev | wc -w) words: $rev"; done | sort -rn | head -6 | cut -f2 -d: | xargs -I{} git rev-list --pretty=medium {} --max-count=1