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#include <stdio.h> | |
#include <stdlib.h> | |
#ifdef __APPLE__ | |
#include <OpenCL/opencl.h> | |
#else | |
#include <CL/cl.h> | |
#endif | |
int main() { |
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using UnityEngine; | |
using System.Collections.Generic; | |
public class ComponentCache | |
{ | |
public enum LogMessageLevel { all, error, none} | |
LogMessageLevel logMessageLevel = LogMessageLevel.error; | |
private GameObject _gameObject; | |
private List<Component> _components = new List<Component>(); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// Implementation for 3D from Gregory Schlomoff's Unity source: http://gregschlom.com/devlog/2014/06/29/Poisson-disc-sampling-Unity.html | |
/// | |
/// Usage: | |
/// PoissonDiskSampler3D sampler = new PoissonDiskSampler3D(10, 5, 7.5f, 0.3f); | |
/// foreach (Vector3 sample in sampler.Samples()) { | |
/// // ... do something, like instantiate an object at (sample.x, sample.y, sample.z) for example: |
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