Skip to content

Instantly share code, notes, and snippets.

View jagenjo's full-sized avatar
🙈
Refactoring life

Javi Agenjo jagenjo

🙈
Refactoring life
View GitHub Profile
@mattiasgustavsson
mattiasgustavsson / main.c
Created March 5, 2024 19:18
Minimal code example for creating a window to plot pixels to
#include <stdint.h>
#include <stdlib.h>
#include <stdbool.h>
#include <windows.h>
#pragma comment( lib, "user32.lib" )
#pragma comment( lib, "gdi32.lib" )
#define SCRW 640
#define SCRH 480
@dwilliamson
dwilliamson / MarchingCubes.js
Last active May 7, 2024 09:46
Marching Cubes Lookup Tables
//
// Lookup Tables for Marching Cubes
//
// These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm)
//
// The co-ordinate system has the more convenient properties:
//
// i = cube index [0, 7]
// x = (i & 1) >> 0
// y = (i & 2) >> 1
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 17, 2024 05:02
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

@djg
djg / reading-list.md
Last active February 19, 2024 18:09
Fabian's Recommened Reading List
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active May 21, 2024 21:38
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
/*
* Reviewing ray-tracing basics in glsl. Loosely based on Inigo Quilez's articles.
* Éric Renaud-Houde - num3ric.com
* December 2012
*/
#ifdef GL_ES
precision highp float;
#endif
@jay3sh
jay3sh / minimum-opengles-code.html
Created August 26, 2011 13:46
Minimum length WebGL code to draw least meaningful output - A straight line
<html>
<head>
<title></title>
<script type="text/javascript">
var fragShaderSource = "\
precision highp float;\
uniform vec4 u_color;\
void main(void) {\
gl_FragColor = u_color;\
}\