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@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 5, 2024 05:14
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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

@Erfan-Ahmadi
Erfan-Ahmadi / rendering_engine.md
Last active July 1, 2024 10:17
Rendering Engine Development

1. What does the Rendering Engine Need?

  • Rendering Engine
    • Support for Multiple Graphics APIs : OpenGL | Vulkan | DirectX12 | DirectX11 | Metal
    • Content Export Pipeline : Create Maya/Max Plugins to export meshes based on Renderers needs. (Assimp Commercial Licence -> Pay)
    • Texture Compression Libraries
    • Material System : Artists Configure shaders, textures, parameters to import in game
    • Game-side Manager of Models/Materials/Lights
    • Good Visibility System (Frustum/Occlusion) (VisibilityBuffers?)
    • Multi-Threded Submission System to reduce cost of submission to GPU
  • Lighting/Shadow Rendering System
@Erfan-Ahmadi
Erfan-Ahmadi / Bokeh-DOF
Last active March 13, 2024 16:44
Bokeh Depth Of Field Resources
GPU Gems 1 - Chapter 23. Depth of Field: A Survey of Techniques
GPU Gems 2
GPU Gems 3 - Chapter 28. Practical Post-Process Depth of Field
GPU Pro 1 - Realistic Depth of Field in Post-Production
GPU Pro 2 - Post-Proccessing Effects on Mobile Devices
GPU Pro 3 -
GPU Pro 4 - Images Space -> First Two Chapters
GPU Pro 5 - 241 - Bokeh Effects on The SPU
GPU Pro 6 -
@nerzhulart
nerzhulart / Windows Defender Exclusions for Developer.ps1
Last active June 13, 2024 17:57 — forked from dknoodle/Windows Defender Exclusions VS 2017.ps1
Adds Windows Defender exclusions for developers (Visual Studio, JetBrains Rider, IntellIJ Idea, Git, MsBuild, dotnet, mono etc.)
$userPath = $env:USERPROFILE
$pathExclusions = New-Object System.Collections.ArrayList
$processExclusions = New-Object System.Collections.ArrayList
$pathExclusions.Add('C:\Windows\Microsoft.NET') > $null
$pathExclusions.Add('C:\Windows\assembly') > $null
$pathExclusions.Add($userPath + '\AppData\Local\Microsoft\VisualStudio') > $null
$pathExclusions.Add('C:\ProgramData\Microsoft\VisualStudio\Packages') > $null
$pathExclusions.Add('C:\Program Files (x86)\MSBuild') > $null
$pathExclusions.Add('C:\Program Files (x86)\Microsoft Visual Studio 14.0') > $null
@bschlinker
bschlinker / timestampWithMs.cpp
Created February 5, 2018 18:32
Timestamp with milliseconds
#include <chrono>
#include <iomanip>
#include <iostream>
string getTimestamp() {
// get a precise timestamp as a string
const auto now = std::chrono::system_clock::now();
const auto nowAsTimeT = std::chrono::system_clock::to_time_t(now);
const auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(
now.time_since_epoch()) % 1000;
@bkaradzic
bkaradzic / why_i_think_immediate_mode_gui_is_way_to_go_for_gamedev_tools.md
Last active June 28, 2024 19:11
Why I think Immediate Mode GUI is way to go for GameDev tools

Why I think Immediate Mode GUI is way to go for GameDev tools

Prerequisites

Before you continue, if you don't know what IMGUI is don't bother reading this post, just ignore it, don't write anything in comments section, etc. If you're curious about IMGUI see bottom of this post, otherwise continue whatever you were doing, this post it's not for you. Thanks!

If you know what IMGUI is, for context read following presentations and blog posts:

  • Insomniac’s Web Tools Postmortem
@btfak
btfak / useHexo.md
Created May 26, 2016 09:41
How to use Hexo and deploy to GitHub Pages
@subfuzion
subfuzion / github-wiki-how-to.md
Last active June 5, 2024 05:31
GitHub Wiki How-To

How do I clone a GitHub wiki?

Any GitHub wiki can be cloned by appending wiki.git to the repo url, so the clone url for the repo https://myorg/myrepo/ is: git@github.com:myorg/myrepo.wiki.git (for ssh) or https://github.com/my/myrepo.wiki.git (for https).

You make edits, and commit and push your changes, like any normal repo. This wiki repo is distinct from any clone of the project repo (the repo without wiki.get appended).

How do I add images to a wiki page?

using UnityEngine;
using System.Collections;
namespace UnityEngine.UI
{
public class Empty4Raycast : MaskableGraphic
{
protected Empty4Raycast()
{
useLegacyMeshGeneration = false;