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jakubtomsu / fontstash_sokol_gfx.odin
Last active July 3, 2024 16:58
Example font renderer using fontstash and sokol_gfx in Odin
// This is an example usage of vendor:fontstash with sokol_gfx.
// By Jakub Tomšů
//
// https://gist.github.com/jakubtomsu/5ee4fdfee23df893f6f61b4692dcf895
//
// This won't compile on it's own, but it contains all of the interesting parts.
// It should be pretty obvious how to modify it to your needs, if not let me know.
//
// The genral per-frame work is this:
// - renderer_draw_text appends quads to a cpu-side buffer
@jakubtomsu
jakubtomsu / realtime_collision_detection.odin
Last active July 15, 2024 12:50
Port of some functions from 'Real Time Collision Detection' book by Christer Ericson to Odin
// Port of some collision functions to Odin by Jakub Tomšů.
//
// from Real-Time Collision Detection by Christer Ericson, published by Morgan Kaufmann Publishers, © 2005 Elsevier Inc
//
// This should serve as an reference implementation for common collision queries for games.
// The goal is good numerical robustness, handling edge cases and optimized math equations.
// The code isn't necessarily that fast in most cases.
//
// In some cases you don't want to use the procedures below directly, but instead manually inline the math and adapt it to your needs.
// In my experience this method is clearer when writing complex level queries where I need to handle edge cases differently etc.
@jakubtomsu
jakubtomsu / vlsm.odin
Created May 14, 2024 10:17
Simple Variable Length Subnet Mask solver
package vlsm
import "core:fmt"
import "core:intrinsics"
import "core:net"
import "core:slice"
Subnet :: struct {
prefix: u8,
num_hosts: u32,
Renderer_Frustum :: struct {
planes: [6]Vec4,
}
renderer_frustum_from_projection_mat4 :: proc(m: Mat4) -> (result: Renderer_Frustum) {
// https://iquilezles.org/articles/frustum/
result.planes = {
{m[0, 3] - m[0, 0], m[1, 3] - m[1, 0], m[2, 3] - m[2, 0], m[3, 3] - m[3, 0]},
{m[0, 3] + m[0, 0], m[1, 3] + m[1, 0], m[2, 3] + m[2, 0], m[3, 3] + m[3, 0]},
{m[0, 3] + m[0, 1], m[1, 3] + m[1, 1], m[2, 3] + m[2, 1], m[3, 3] + m[3, 1]},
package main
import "core:fmt"
import "core:mem"
import "core:os"
import "core:runtime"
import "core:strconv"
import "core:sys/windows"
import "core:time"
@jakubtomsu
jakubtomsu / octviz.odin
Last active November 20, 2023 11:11
Odin program for visualizing spherical/hemispherical octahedral mapping with Raylib
// Octahedral mapping visualization in Odin and Raylib
// by Jakub Tomšů (@jakubtomsu_)
//
// Build and run with 'odin run octsphere.odin -file'.
// No additional dependencies required.
//
// Sources:
// https://gpuopen.com/learn/fetching-from-cubes-and-octahedrons/
// https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/
@jakubtomsu
jakubtomsu / d3d12_triangle.odin
Last active November 10, 2023 14:59
Simple d3d12 triangle example in Odin
// D3D12 single-function triangle sample.
//
// Usage:
// - copy SDL2.dll from Odin/vendor/sdl2 to your project directory
// - odin run .
//
// Contributors:
// - Jakub Tomšů (updated to newest Odin version)
// - Karl Zylinski <karl@zylinski.se> (Initial port)
//
@jakubtomsu
jakubtomsu / packchan.odin
Last active October 19, 2023 13:23
A simple command line utility for packing channels from multiple textures into one image.
// pachchan
// A simple command line utility for packing channels from multiple textures into one image.
// The implementation is kind of a hack :P
package packchan
import "core:os"
import "core:fmt"
import "core:strings"
import "core:strconv"
import "core:path/filepath"
@jakubtomsu
jakubtomsu / collision_3d.odin
Last active June 13, 2024 21:08
Simple raylib example of 3d FPS player movement with triangle collision
package main
import "core:fmt"
import "core:math"
import "core:math/linalg"
import rl "vendor:raylib"
main :: proc() {
rl.SetConfigFlags({.VSYNC_HINT, .WINDOW_RESIZABLE, .MSAA_4X_HINT})
rl.InitWindow(800, 600, "collision")
@jakubtomsu
jakubtomsu / pathtest.c
Created August 2, 2023 14:55
Simple program for testing known folder paths on windows, e.g. for storing savegames.
// This is a small program to print a number of known paths in Windows.
// Savegame files should be in FOLDERID_SavedGames!
// SHGetKnownFolderPath should probably be used only for compatibility.
//
// Compile with `cl pathtest.c`
//
// Day created: 02.08.2023
// Version: Windows 10 pro 22H2
//
// Output on my machine: