RicoTech Engine (2016 - 2019)
Learning modern OpenGL. The first two quads I rendered on screen.
Five more quads (1 ground, 4 walls) added to scene. Added textures.
#!/bin/sh | |
############################################################################### | |
# Copyright 2021 - Dan Bechard | |
# Deletes a random line of code from a random source file to cause chaos. >:) | |
############################################################################### | |
# Directory where source files are kept | |
sourcedir="src" | |
# Directory depth to search |
#include <stdio.h> | |
#include "../../dlb/dlb_vector.h" | |
// NOTE: Have to store as offset rather than pointer in case vector reallocs. Could use block allocator but wutevs man. | |
typedef struct String { | |
size_t offset; | |
size_t length; | |
} String; | |
typedef enum TokenType { |
/////////////////////////////////////////////////////// | |
// asset_watcher.h | |
/////////////////////////////////////////////////////// | |
#pragma once | |
#include "SDL/SDL_thread.h" | |
#include "SDL/SDL_mutex.h" | |
typedef enum ta_watcher_result { | |
TA_WATCHER_SUCCESS = 0, | |
TA_WATCHER_ERR_INVALID_HANDLE = -1, |
// Copyright 2020 - Dan Bechard | |
// https://github.com/dbechrd | |
// License: Public Domain | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
// Lists all classes that inherit from Component in Unity's debug log | |
// Note: This uses C#'s run-time type introspection (i.e. "reflection"), |
At a high level, events work as follows: | |
- Each type of event must have a unique name or ID (e.g. "user_joined_game") | |
- Each type of event may have additional metadata (e.g. the "user_joined_game" event will likely have a "user_id" in the metadata) | |
- Zero or more event handlers (in the form of callback function, also sometimes called "listeners" and owned by "subscribers") can be registered for each type of event. This can be done in many different ways, one way would be to have a central event manager that keeps track by having a list of subscribers for each type of event. In a more advanced implementation, you could also have filters (e.g. only send me "user_position_changed" events for "user_id = 5"). I would recommend starting with a simple boolean "handled" flag as a filter to start (see below). | |
- Zero or more places where an event is fired (also called "triggered", done by a "publisher"). | |
- When an even is fired/triggered by a publisher, it goes into an event queue. Generally you'd have one portion of a |
#define _CRT_SECURE_NO_WARNINGS | |
#include <stdio.h> | |
#define STB_IMAGE_IMPLEMENTATION | |
#include "stb_image.h" | |
int w, h, channels; | |
unsigned char *data; | |
FILE *file; |
bl_info = { | |
"name": "My-Craft Export (.mce)", | |
"description": "NexusNul is cool", | |
"author": "NexusNul", | |
"version": (2, 0, 0, 0), | |
'blender': (2, 80, 0), | |
"location": "File > Import-Export", | |
"wiki_url": "", | |
"category": "Import-Export"} |
// ---- loading a font | |
static void load_font(void) | |
{ | |
hb_blob_t *blob; | |
hb_face_t *face; | |
size_t filelen = 0; | |
void *filedata = stb_file("c:/windows/fonts/arial.ttf", &filelen); | |
if (filedata == 0) stbpg_fatal("Couldn't load font"); |
#include "Winning.h" | |
#include <sstream> | |
LRESULT CALLBACK WindowProc( | |
_In_ HWND hwnd, | |
_In_ UINT msg, | |
_In_ WPARAM wparam, | |
_In_ LPARAM lparam) | |
{ | |
switch (msg) { |