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@tonious
tonious / hash.c
Last active June 21, 2024 00:57
A quick hashtable implementation in c.
/* Read this comment first: https://gist.github.com/tonious/1377667#gistcomment-2277101
* 2017-12-05
*
* -- T.
*/
#define _XOPEN_SOURCE 500 /* Enable certain library functions (strdup) on linux. See feature_test_macros(7) */
#include <stdlib.h>
#include <stdio.h>
@philpep
philpep / tempduino.pde
Created January 15, 2012 23:38
Arduino binary temperature meter
#define LEN(x) (sizeof(x)/sizeof(x[0]))
/* connected leds (map temperature between 0°C and 64 °C) */
static int leds[] = {13, 12, 11, 10, 9, 8};
void setup(void)
{
int i;
Serial.begin(9600);
for (i = 0; i < LEN(leds); i++) {
pinMode(leds[i], OUTPUT);
@jgranick
jgranick / gist:1763850
Created February 8, 2012 01:05
NMML File Specification
<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- <meta />
Use meta nodes to set metadata for your application. The description is ignored
on most targets, but is useful for packaging like Chrome Apps or Opera Widgets.
For compatibility with Android and webOS, the package name must include at least
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active May 20, 2024 14:58
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 7, 2024 02:32
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