View diff.patch
diff --git a/src/MagnumExternal/OpenGL/GL/extensions.txt b/src/MagnumExternal/OpenGL/GL/extensions.txt
index 82b268d..18e158d 100644
--- a/src/MagnumExternal/OpenGL/GL/extensions.txt
+++ b/src/MagnumExternal/OpenGL/GL/extensions.txt
@@ -34,3 +34,5 @@ extension KHR_texture_compression_astc_hdr optional
extension KHR_blend_equation_advanced optional
extension KHR_blend_equation_advanced_coherent optional
extension KHR_no_error optional
+
+extension NV_conservative_raster optional
View README.md

Inspired with real D language feature: http://wiki.dlang.org/Voldemort_types

Compile in GCC/Clang with -std=c++14.

#include <iostream>
#include <typeinfo>

auto eh() {
	struct Voldemort {
View constexpr.md

Magnum now has compile-time matrix/vector library. With full C++14 support in Clang 3.4 you can throw out nearly all manual precomputations, just slap constexpr on the result and be done with it:

#include <Magnum/Magnum.h>
#include <Magnum/Math/Matrix4.h>

using namespace Magnum;

int main() {
    constexpr auto a = Matrix4::scaling(Vector3::xScale(3.0f))*
View README.md

Usage

First, create the named tuple from list of cosi::field instances. First parameter is name in resulting JSON, second is optional field name in SQL query. If not used, the same name is used for both JSON and SQL.

auto t = cosi::make(
    cosi::string_f  {"data"},
    cosi::int_f     {"integerData", "COUNT(data)"},
    cosi::double_f  {"moreData", "another_table.data"}
);
View CMakeLists.txt
find_package(Magnum REQUIRED
SceneGraph
Shaders
Sdl2Application)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CORRADE_CXX_FLAGS}")
include_directories(${MAGNUM_INCLUDE_DIRS} ${MAGNUM_APPLICATION_INCLUDE_DIRS})
add_executable(MyApplication MyApplication.cpp)
target_link_libraries(MyApplication
View gist:6306943
/home/mosra/Code/magnum/src/DebugTools/Implementation/CapsuleRendererTransformat
ion.h:62: error: could not convert ‘{{Magnum::Math::Matrix3< <template-parameter
-1-1> >::translation [with T = float](((const Magnum::Math::Vector2<float>&)((co
nst Magnum::Math::Vector2<float>*)(&((const Magnum::Vector2*)a)->Magnum::Math::V
ector2< <template-parameter-1-1> >::operator+ [with T = float](((const Magnum::M
ath::Vector<2ul, float>&)((const Magnum::Math::Vector<2ul, float>*)(& capDistanc
e.Magnum::Math::Vector2<float>::<anonymous>)))))))).Magnum::Math::Matrix3< <temp
late-parameter-1-1> >::operator* [with T = float](((const Magnum::Math::Matrix<3
ul, float>&)(& rotationScaling.Magnum::Math::Matrix3<float>::<anonymous>))), Mag
num::Math::Matrix3< <template-parameter-1-1> >::translation [with T = float](((c
View magnum-repl.md

Clang-based in-game "REPL" console

Goals

  • Use as much existing functionality as possible for implementation
  • No new APIs, no new language bindings
  • Use Clang for state-of-the-art C++11 support and diagnostics
  • Keep It Simple, Stupid
View README.md
View RigidBodyGroup.cpp
void RigidBodyGroup::physicsStep(GLfloat timeDelta) {
for(RigidBody* body: bodies) {
/* Compute force at current position */
body->force = _gravity;
body->physicsStep();
GLfloat accelerationHalfTimeDelta = (body->force/(body->_mass*2))*timeDelta;
/* New position */
body->transformation()[3].setXyz(body->transformation()[3].xyz() + (body->velocity + accelerationHalfTimeDelta)*timeDelta);
View gist:2629906
#version 330
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
out vec2 texCoord;
const vec2 data[4] = vec2[](
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),