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Experimenting with new game ideas

Theodore Bendixson TheoBendixson

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Experimenting with new game ideas
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@mmozeiko
mmozeiko / win32_webgpu.c
Last active June 30, 2024 10:27
setting up and using WebGPU in C using Dawn
// example how to set up WebGPU rendering on Windows in C
// uses Dawn implementation of WebGPU: https://dawn.googlesource.com/dawn/
// download pre-built Dawn webgpu.h/dll/lib files from https://github.com/mmozeiko/build-dawn/releases/latest
#include "webgpu.h"
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#define _USE_MATH_DEFINES
@d7samurai
d7samurai / .readme.md
Last active March 27, 2024 17:50
Minimal D3D11 pt2

Minimal D3D11 pt2

Follow-up to Minimal D3D11, adding instanced rendering. As before: An uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft.

The main difference here is that the hollow cube is rendered using DrawIndexedInstanced (which saves a lot of vertices compared to the original, so model data is now small enough to be included in the source without being too much in the way), but also all trigonometry and matrix math is moved to the vertex shader, further simplifying the main code.

Each instance is merely this piece of geometry, consisting of 4 triangles:

instanced1

..which is th

@mmozeiko
mmozeiko / win32_d3d11.c
Last active May 17, 2024 08:42
setting up and using D3D11 in C
// 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>
@d7samurai
d7samurai / .readme.md
Last active July 14, 2024 04:23
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Also check out Minimal D3D11 pt2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 pt3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.

@andyyhope
andyyhope / SwiftEvolution_EnumCaseCountFunctionality_AndyyHope.md
Last active March 12, 2020 13:05
Swift Evolution - Enum Case Count Functionality

Swift Evolution Proposal

Author: Andyy Hope

Enum Values() Functionality (Update)

It has been brought to my attention that there was more use for the unintended values() functionality that I had outline in my "Other Languages" Java example below.

On the Swift Evolution mailing list, one developer outlined their requirement to loop through an array of enum case values to add different states to objects.

Another example where a values array would be useful if the developer wants to do something different for each different case, such as setting an image on a UIButton subclass for each different UIControlState

@lolzballs
lolzballs / HelloWorld.java
Created March 22, 2015 00:21
Hello World Enterprise Edition
import java.io.FileDescriptor;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.OutputStream;
import java.io.PrintStream;
public class HelloWorld{
private static HelloWorld instance;
public static void main(String[] args){
instantiateHelloWorldMainClassAndRun();
@mminer
mminer / Console.cs
Last active March 28, 2024 22:23
Unity script to display in-game debug console. Actively maintained version: https://github.com/mminer/consolation
// NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation.
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// A console to display Unity's debug logs in-game.
/// </summary>
public class Console : MonoBehaviour
{
@eegrok
eegrok / mac-keycodes
Last active June 14, 2024 13:15
Mac virtual keycodes
from: http://www.meandmark.com/keycodes.html
with some additions from people in the comments, thanks :)
Virtual Keycodes for the Mac QWERTY Layout
Keycodes are in hexadecimal. A blank entry means either there is no key assigned to that keycode or I was unable to find the assigned key.
Keycode Key
0x00 A
0x01 S
0x02 D