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@Dan-Piker
Dan-Piker / Moebius3d
Last active March 27, 2024 08:06
Moebius transformations in 3d
//Moebius transformations in 3d, by reverse stereographic projection to the 3-sphere,
//rotation in 4d space, and projection back.
//by Daniel Piker 09/08/20
//Feel free to use, adapt and reshare. I'd appreciate a mention if you post something using this.
//You can also now find this transformation as a component in Grasshopper/Rhino
//I first wrote about these transformations here:
//https://spacesymmetrystructure.wordpress.com/2008/12/11/4-dimensional-rotations/
//If you want to transform about a given circle. Points on the circle and its axis stay on those curves.
//You can skip these 2 lines if you want to always use the origin centred unit circle.
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 5, 2024 05:14
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

@pixelsnafu
pixelsnafu / CloudsResources.md
Last active June 26, 2024 21:29
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@bryc
bryc / YamahaFM.md
Last active June 12, 2024 01:16
Collecting info on Yamaha FM soundchips
@preshing
preshing / main.cpp
Created January 3, 2018 21:54
Use SFINAE to call member function if present
#include <iostream>
class Foo {
public:
void bar() {
std::cout << "Foo::bar() called" << std::endl;
}
};
class Foo2 {
@Leandros
Leandros / links.md
Last active May 13, 2024 11:42
Writing a Modern Rendering Engine
@marten-cz
marten-cz / docker-run-user.sh
Created April 8, 2017 15:57
Run docker with current user
# Run command with the same user ID as current user
# -v $(pwd):/tmp/mount - mount current directory to /tmp/mount/
# --env HOME="/tmp/" - some commands may need to be able to write to your home, se it to temporary folder
docker run -ti --rm -v $(pwd):/tmp/mount —user=$(id -u) --env HOME="/tmp/" debian:jessie
# Mount current users and group and be able to use them
# mount /etc/group and /etc/passwd read only
# set user from $USER
docker run -ti --rm -v $(pwd):/tmp/mount -w /tmp/hx -v /etc/group:/etc/group:ro -v /etc/passwd:/etc/passwd:ro —user=$USER debian:jessie
@vurtun
vurtun / gui.md
Last active October 4, 2023 15:44

Graphical User Interfaces

For the last few weeks I spend some time coding, writing and cleaning up my notes from almost a year since I published nuklear.

Basically this is a possible implementation for a graphical user interface builder backend with support for an immediate mode style API. So it provides a way to define non-mutating UI state, an immediate mode style API for dynamic UI components (lists,trees,...) and a combination of both.

The core implementation is ~800 LOC without any kind of default widgets or extensions. At first this seems quite counter intuitive. However since the inherent design allows for lots of different ways to define any widget like buttons it does not make sense to provide a specific default implementation. The way this code was architectured furthermore removes the need for style/skinning configurations used in Nuklear since widget painting is just calling a small