git clean -xfd | |
git submodule foreach --recursive git clean -xfd | |
git reset --hard | |
git submodule foreach --recursive git reset --hard | |
git submodule update --init --recursive |
# source:http://geocities.com/SiliconValley/heights/7052/opcode.txt | |
From: mark@omnifest.uwm.edu (Mark Hopkins) | |
Newsgroups: alt.lang.asm | |
Subject: A Summary of the 80486 Opcodes and Instructions | |
(1) The 80x86 is an Octal Machine | |
This is a follow-up and revision of an article posted in alt.lang.asm on | |
7-5-92 concerning the 80x86 instruction encoding. | |
The only proper way to understand 80x86 coding is to realize that ALL 80x86 |
Minimal D3D11 sprite renderer: basic back-to-front sprite rendering reference code with example sprite sheet animation logic. As usual: Complete, runnable single-function app. No modern C++ / OOP / obscuring cruft.
Swap out the sprite sheet with a font atlas for a lightweight GUI / text renderer. Clip individual sprites and glyphs by offsetting screenPos
and atlasPos
to top left corner of visible area and adjusting size
accordingly (all values in pixels):
sprite.screenPos.x += 17;
sprite.screenPos.y += 10;
2017-03-03 fm4dd
The gcc compiler can optimize code by taking advantage of CPU specific features. Especially for ARM CPU's, this can have impact on application performance. ARM CPU's, even under the same architecture, could be implemented with different versions of floating point units (FPU). Utilizing full FPU potential improves performance of heavier operating systems such as full Linux distributions.
These flags can both be used to set the CPU type. Setting one or the other is sufficient.
Note: I do not maintain this gist anymore, but people report that it still works. Please check the comments for any revisions or extra things you should take into consideration.
As of writing, the Debian distro for WSL (Windows Subsystem for Linux) is quite old.
You can get more up-to-date package managers, text-editors and compilers by upgrading WSL to Debian 12 (current testing).
- Root required
- Use at your own risk, preferably on a fresh installation.
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="UTF-8"> | |
<title>Full-screen Canvas</title> | |
</head> | |
<body style="background:black"> | |
<canvas id="canvas" style="position:fixed;background:green;"> | |
Sorry, your browser does not appear to support HTML5 Canvas element. | |
</canvas> |
#define WIN32_LEAN_AND_MEAN | |
#include <winsock2.h> | |
#include <windows.h> | |
#define SECURITY_WIN32 | |
#include <security.h> | |
#include <schannel.h> | |
#include <shlwapi.h> | |
#include <assert.h> | |
#include <stdio.h> |
An elaboration on Minimal D3D11 pt2, adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and instance data.
As before, this is intended to be an an "API familiarizer" - an uncluttered Direct3D 11 setup & basic rendering reference implementation, in the form of a complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft, only ~190 LOC. View on YouTube
#define _XOPEN_SOURCE 700 | |
#include <signal.h> | |
#include <unistd.h> | |
int main() | |
{ | |
sigset_t set; | |
int status; | |
if (getpid() != 1) return 1; |