MSVC 2019
2020-08-07T23:46:38+03:00
Running D:\dev\counting_cycles\x64\Release\counting_cycles.exe
Run on (8 X 3600 MHz CPU s)
CPU Caches:
L1 Data 32 KiB (x4)
L1 Instruction 32 KiB (x4)
L2 Unified 256 KiB (x4)
L3 Unified 8192 KiB (x1)
#!/bin/bash | |
# git pre-commit hook that runs an clang-format stylecheck. | |
# Features: | |
# - abort commit when commit does not comply with the style guidelines | |
# - create a patch of the proposed style changes | |
# modifications for clang-format by rene.milk@wwu.de | |
# This file is part of a set of unofficial pre-commit hooks available | |
# at github. |
MSVC 2019
2020-08-07T23:46:38+03:00
Running D:\dev\counting_cycles\x64\Release\counting_cycles.exe
Run on (8 X 3600 MHz CPU s)
CPU Caches:
L1 Data 32 KiB (x4)
L1 Instruction 32 KiB (x4)
L2 Unified 256 KiB (x4)
L3 Unified 8192 KiB (x1)
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