(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
/** | |
* This are a collection of examples for C 201. | |
* These combine concepts you may or may not be | |
* familiar with and are especially useful for | |
* students new to C. There is a lot of really | |
* cool stuff you can do in C without any cool | |
* languages. | |
* | |
* This is file in particular is an introduction | |
* to fun function usage in C. |
Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
<?xml version="1.0" encoding="UTF-8"?> | |
<opml version="1.0"> | |
<head> | |
<title>Graphics, Games, Programming, and Physics Blogs</title> | |
</head> | |
<body> | |
<outline text="Tech News" title="Tech News"> | |
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/> | |
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/> | |
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/> |
Some notes on implementing player input in video games.
I've seen many games and even engines that implement player input processing in a way that makes it very hard to run unit tests on input consuming controllers and that create unnecessary dependencies from the game's movement code to whatever input library or engine is being used.
When many factors weigh into a condition, the condition statement can become unreadable, especially if combined with a poor line wrapping technique. This is a very basic technique that achieve much better readability when writing conditions.
$win_user = "ipc" | |
$linux_user = "ipc" | |
$package = "CanonicalGroupLimited.Ubuntu18.04onWindows_79rhkp1fndgsc" | |
$base_path = "C:\Users\" + $win_user + "\AppData\Local\Packages\" + $package + "\LocalState\rootfs" | |
$dirs = @("\bin", "\sbin", "\usr\bin", "\usr\sbin", "\home\" + $linux_user + "\.cargo\bin") | |
$dirs | ForEach { Add-MpPreference -ExclusionProcess ($base_path + $_ + "\*") } | |
Add-MpPreference -ExclusionPath $base_path |
-- μGiffer / preview release -- | |
https://iobureau.com/files/uGiffer-0.9.12.zip (213576 bytes) | |
------------------------> 32-bit/uGiffer.exe (111488 bytes) | |
------------------------> 64-bit/uGiffer.exe (123264 bytes) | |
Both exe files carry an EV signature of IO Bureau SA. | |
For details see here -> https://iobureau.com/ugiffer |
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