Partial evaluation means to fix some variables in the given code before execution. With a traditional implementation of a compiler or an interpreter, all variables are replaced with its value on each evaluation of that variable. This is because a variable can change at any timing. This is, however, not always true in actual applications. Almost all of large applications has setting variables and data
"For comprehension" is a another syntaxe to use map
, flatMap
and withFilter
(or filter) methods.
yield
keyword is used to aggregate values in the resulting structure.
This composition can be used on any type implementing this methods, like List
, Option
, Future
...
Imitate hand-drawn (imperfect) circles using cubic Bézier segments, based on a Bézier approximation to a perfect circle. TLDR: a good approximation to a quarter circle of unit radius is a cubic Bézier curve with control points P0 = (0,1), P1 = (c,1), P2 = (1,c), P3 = (1,0) where c = 0.551915024494. By varying the points in a sensible way, we can do a good impression of hand-drawn circles.
I made a little styling lib called glam
(some features are in development)
let's start off with the simplest use case. we'll make an 'index.html' page,
and assume we've setup our js bundler to output bundle.js
CMake를 왜 쓰는거죠?
좋은 툴은 Visual Studio 뿐입니다. 그 이외에는 전부 사도(邪道)입니다 사도! - 작성자
- 이 문서는 CMake를 주관적으로 서술합니다
- 이 문서를 통해 CMake를 시작하기엔 적합하지 않습니다
https://cgold.readthedocs.io/en/latest/ 3.1 챕터까지 따라해본 이후 기본사항들을 속성으로 익히는 것을 돕기위한 보조자료로써 작성되었습니다
#!/bin/bash | |
name=${1%.*c} # detatch .c from c file name | |
clang-9 -O0 -Xclang -disable-O0-optnone -fno-discard-value-names -emit-llvm -c $name.c # convert source code(.c) to bit code(.bc) | |
llvm-dis-9 $name.bc -o $name.ll # generate llvm ir(.ll) from bit code(.bc) obtained above without any optimization | |
opt-9 -mem2reg $name.bc -o $name.mem2reg.bc # optimize bit code using `mem2reg` optimization pass before generating llvm ir | |
llvm-dis-9 $name.mem2reg.bc -o $name.mem2reg.ll # generate llvm ir(.ll) from optimized bit code(.bc) |
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