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# base will already have Chocolatey installed
FROM cirrusci/windowsservercore:2019
# if no temp folder exists by default, create it
RUN IF exist %TEMP%\nul ( echo %TEMP% ) ELSE ( mkdir %TEMP% )
RUN pushd %TEMP% && \
mkdir buildtools && \
curl -fLO https://archive.org/download/visualbuildtools2015/visualbuildtools2015.zip && \
tar -f visualbuildtools2015.zip -xvzC buildtools\ --strip-components 1 && \
[0B74:093C][2021-05-07T20:33:53]i001: Burn v3.7.4906.0, Windows v10.0 (Build 17763: Service Pack 0), path: C:\Users\ContainerAdministrator\AppData\Local\Temp\chocolatey\visualcpp-build-tools\14.0.25420.1\visualcppbuildtools_full.exe, cmdline: '-NoRestart -Quiet -Log "C:\Users\ContainerAdministrator\AppDa
ta\Local\Temp\chocolatey\visualcpp-build-tools.log" -burn.unelevated BurnPipe.{54A48F98-D38A-44A4-82AE-C06587ED8210} {6191B86F-FE76-40A8-96EC-28A6F49755DB} 2304'
[0B74:093C][2021-05-07T20:33:53]i000: Initializing string variable 'EditionDisplayName' to value 'Microsoft Visual C++ Build Tools'
[0B74:093C][2021-05-07T20:33:53]i000: Initializing string variable 'SkuSpecificHKLMHive' to value 'Software\Microsoft\VisualStudio\14.0'
[0B74:093C][2021-05-07T20:33:53]i000: Initializing numeric variable 'RebootRequested' to value '0'
[0B74:093C][2021-05-07T20:33:53]i000: Initializing numeric variable 'ExecuteSecondaryInstaller' to value '0'
[0B74:093C][2021-05-07T20:33:53]i000: Initializing string variable 'BundleProg
// I can't figure any good way that makes the sprite be properly positioned in place, so I am making a bad way.
// first thing, we are going to find the distance that the sprite is from the camera plane.
// this will give us a z distance
// Then we are going to use this z distance in the renderer algorithm we have for the voxel engine
// which should make it easier to find the point we are interested, in a way that moves just like the renderer we have
// this is wasteful, but we are probably not going to have many sprites anyway...
ScreenPoint* PositionBillboardX(Vec3* cam_pos, float cam_angle, float horizon, float scale_height, Vec3* obj_pos)
{
int y_on_screen, x_on_screen; // intermediary
local markov = {}
markov.__index = markov
markov.random = math.random
local final = {}
local function increment_item_count(t, item)
local val = t[item]
t[item] = val and val + 1 or 1
@ericoporto
ericoporto / Question.md
Created January 30, 2021 11:29
HTML Help Workshop is not available anymore, can I host it?

Apparently Microsoft just dropped the website that had HTML Help Workshop for download. But it is the only tool that fully properly generates .chm help files and I need it in one of my workflows in a CI system - right now things started to fail because the download vanished.

License wise, would I be violating anything if instead of downloading from Microsoft I downloaded from my own file host to run it? My file host would be exposed in the internet and I would not block people downloading it outside of my CI system if they wanted.


For reference, Microsoft's website download for HTML Help Workshop used to be here: https://www.microsoft.com/en-us/download/details.aspx?id=21138&ved=2ahUKEwi0_bGLxr_uAhWFB9QKHcUdCxIQFjAUegQIURAB&usg=AOvVaw1_oaw66rS-7sanf8ov-cbb

Other related websites, but the downloads are 404 now:

This file has been truncated, but you can view the full file.
# 1 "glm-amalgamated/glm.h"
# 16 "glm-amalgamated/glm.h"
#ifndef GLM_SETUP_INCLUDED
#include <cassert>
#include <cstddef>
#define GLM_VERSION_MAJOR 0
#define GLM_VERSION_MINOR 9
#define GLM_VERSION_PATCH 9
#define GLM_VERSION_REVISION 8
#define GLM_VERSION 998
#include "glm.h"
/// @ref core
/// @file glm/glm.cpp
#include <glm/gtx/dual_quaternion.hpp>
#include <glm/gtc/vec1.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/ext/scalar_int_sized.hpp>
#include <glm/ext/scalar_uint_sized.hpp>
#include <glm/glm.hpp>
echo
set BUILD_CONFIG=Release
set AGS_SDL_SOUND_LIB=C:\Lib\SDL_sound\build\Release
set AGS_SDL_SOUND_INCLUDE=C:\Lib\SDL_sound\src
set AGS_SDL_LIB=C:\Lib\SDL2\lib\x86
set AGS_SDL_INCLUDE=C:\Lib\SDL2\include
set AGS_LIBVORBIS_LIB=C:\Lib\Xiph
set AGS_LIBTHEORA_LIB=C:\Lib\Xiph
set AGS_LIBOGG_LIB=C:\Lib\Xiph
set AGS_DIRECTX_LIB=C:\Lib\DirectX
@ericoporto
ericoporto / vcpkg_2020_12_02.log
Last active December 2, 2020 10:26
build on Windows 10 Home
cmd /S /C pushd %TEMP% && git clone https://github.com/Microsoft/vcpkg.git && pushd vcpkg && if not exist vcpkg.exe call bootstrap-vcpkg.bat && vcpkg install libogg:x86-windows-static libtheora:x86-windows-static libvorbis:x86-windows-static && popd && popd && mkdir Lib\Xiph && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\ogg.lib Lib\Xiph\libogg_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\theora.lib Lib\Xiph\libtheora_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\vorbis.lib Lib\Xiph\libvorbis_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\vorbisfile.lib Lib\Xiph\libvorbisfile_static.lib
Cloning into 'vcpkg'...
remote: Enumerating objects: 65, done.
remote: Counting objects: 100% (65/65), done.
remote: Compressing objects: 100% (61/61), done.
remote: Total 95587 (delta 24), reused 20 (delta 4), pack-reused 95522
Receiving objects: 100% (95587/95587), 28.92 MiB | 5.56 MiB/s, done.
Resolving deltas: 100% (59207/59207), done.
Ch
@ericoporto
ericoporto / touchapi.md
Last active November 21, 2020 16:03
Sketch for analysis blogpost in ericonotes.blogspot.com/2020/11/a-quick-look-at-touch-handling-apis-in.html

A quick look at Touch Handling APIs in Game Engines

Since the iPhone happened in 2007, touch input has been at the forefront of human interaction with machines. But Game Engines have existed for a reasonable long life, preceding the mobile boom. Touch as a means of interaction with the game world in engines is provided in many ways. Below, we are going to look at different touch APIs to see how they have been provided to enable gaming on our phones. Tilt, camera, and other sensors are going to be ignored so we can focus on touch.


Browser Touch API