Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
#pragma once | |
/* | |
_____.___. __ __ .__ | |
\__ | | ____ _/ |_ _____ ____ ____ _/ |_ | |__ ____ _______ | |
/ | |_/ __ \ \ __\ \__ \ / \ / _ \ \ __\| | \ _/ __ \ \_ __ \ | |
\____ |\ ___/ | | / __ \_| | \( <_> ) | | | Y \\ ___/ | | \/ | |
/ ______| \___ > |__| (____ /|___| / \____/ |__| |___| / \___ > |__| | |
\/ \/ \/ \/ \/ \/ | |
__________ _____ .__ .__ |
The repository for the assignment is public and Github does not allow the creation of private forks for public repositories.
The correct way of creating a private frok by duplicating the repo is documented here.
For this assignment the commands are:
- Create a bare clone of the repository.
(This is temporary and will be removed so just do it wherever.)
git clone --bare git@github.com:usi-systems/easytrace.git
Where you able to produce a binary directly from the Rust build tools that you could submit to the app/play store?
Not quite, but I tried to get as close to that as was reasonably possible. Alas, things ended up a little convoluted.
For iOS, I have a nearly empty Xcode project with a build script that copies my cargo
produced executable into the .app
that Xcode generates (before Xcode signs it). The build script also uses lipo
to merge the executables for each architecture I’m targeting (e.g. armv7 and aarch64 for non-simulator devices) into a single, universal binary.
On top of that, there are various iOS-y things that need to happen before my application’s main method is called. SDL2 provides the Objective-C code that does all of that. In a C or C++ game, SDL2 renames main to SDL_main, and then [inserts its own mai
#version 330 | |
// Tonemapping | |
// ----------- | |
// Some of these are attributed to certain games. | |
// But this is mostly secondhand info, so take it with a grain of salt. | |
vec3 Tonemap_Reinhard(vec3 x) { | |
// Simplest Reinhard tonemapper. |
#include <OpenGL/gl3.h> | |
#include <SDL2/SDL.h> | |
#define SOKOL_IMPL | |
#define SOKOL_GLCORE33 | |
#include <sokol_gfx.h> | |
#define STB_IMAGE_IMPLEMENTATION | |
#include <stb_image.h> | |
#define CODE(...) #__VA_ARGS__ |