Bootstrap knowledge of LLMs ASAP. With a bias/focus to GPT.
Avoid being a link dump. Try to provide only valuable well tuned information.
Neural network links before starting with transformers.
This downloads standalone MSVC compiler, linker & other tools, also headers/libraries from Windows SDK into portable folder, without installing Visual Studio. Has bare minimum components - no UWP/Store/WindowsRT stuff, just files & tools for native desktop app development.
Run py.exe portable-msvc.py
and it will download output into msvc
folder. By default it will download latest available MSVC & Windows SDK - currently v14.40.33807 and v10.0.26100.0.
You can list available versions with py.exe portable-msvc.py --show-versions
and then pass versions you want with --msvc-version
and --sdk-version
arguments.
To use cl.exe/link.exe first run setup_TARGET.bat
- after that PATH/INCLUDE/LIB env variables will be updated to use all the tools as usual. You can also use clang-cl.exe with these includes & libraries.
To use clang-cl.exe without running setup.bat, pass extra /winsysroot msvc
argument (msvc is folder name where output is stored).
// clang.exe -Os -nostdlib -fuse-ld=lld -Wl,-fixed,-subsystem:console FlushFileCache.c -o FlushFileCache.exe | |
#define WIN32_LEAN_AND_MEAN | |
#include <windows.h> | |
#pragma comment (lib, "kernel32.lib") | |
#pragma comment (lib, "advapi32.lib") | |
#define error(str) do { DWORD written; WriteFile(GetStdHandle(STD_ERROR_HANDLE), str, sizeof(str)-1, &written, NULL); } while (0) |
// | |
struct TerminalCell | |
{ | |
// cell index into GlyphTexture, should be two 16-bit (x,y) values packed: "x | (y << 16)" | |
uint GlyphIndex; | |
// 0xAABBGGRR encoded colors, nonzero alpha for Foreground indicates to render colored-glyph | |
// which means use RGB values from GlyphTexture directly as output, not as ClearType blending weights | |
uint Foreground; |
// example how to set up D3D11 rendering on Windows in C | |
#define COBJMACROS | |
#define WIN32_LEAN_AND_MEAN | |
#include <windows.h> | |
#include <d3d11.h> | |
#include <dxgi1_3.h> | |
#include <d3dcompiler.h> | |
#include <dxgidebug.h> |
// this code will work only when compiled as 64-bit code, and on Windows 10 | |
// older Windows version might require different structure definitions | |
#define NOMINMAX | |
#define INITGUID | |
#include <windows.h> | |
#include <evntrace.h> | |
#include <evntcons.h> | |
#pragma comment (lib, "shell32.lib") |
This is inspired by https://fasterthanli.me/blog/2020/a-half-hour-to-learn-rust/
the command zig run my_code.zig
will compile and immediately run your Zig
program. Each of these cells contains a zig program that you can try to run
(some of them contain compile-time errors that you can comment out to play
with)
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
#define COBJMACROS | |
#define WIN32_LEAN_AND_MEAN | |
#include <windows.h> | |
#include <mfapi.h> | |
#include <mfidl.h> | |
#include <mfreadwrite.h> | |
#include <stdio.h> | |
#include <intrin.h> |