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Common game localizations https://docs.google.com/spreadsheets/d/135HgMYcRDt6vnJN0d-xFMEZUeWjVbc61ETf8uVwHERE/edit#gid=339250473

Polyglot Gamedev Project : Master Sheet 0.9.0 https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM/edit#gid=310116733

Game UI common translation https://docs.google.com/spreadsheets/d/197GYEhPpk0DQTEO0r80v_k_bkGVtUgBB08PP--hqCIA/edit#gid=0

Raw text files containing characters used in different languages such as English, French, German, Chinese, Japanese, Korean.

@ocornut
ocornut / dualshock4_via_directinput.cpp
Last active October 13, 2020 12:05
// Mapping for PlayStation 4 DualShock 4 (PS4, DS4) controller exposed via DirectInput
// FYI the numbers here don't make much sense out of context
// I am using https://github.com/ThemsAllTook/libstem_gamepad which remaps xinput and dinput states to arrays of button + arrays of axises.
// So those are my tables to read back from them and handle DS4 which provide dinput data.
// The PAD_*** enums are mine, the AXIS_*** enums tells which remapping function to use on the float data.
// You may prefer to handle the axises data in a different manner (e.g. some people like the analog trigger to go -1 to +1, I'm using 0 to 1).
// This is merely a loose reference to get you started if you want to support DS4 in your application.
// Mapping for PlayStation 4 DualShock 4 (PS4, DS4) controller exposed via DInput.
// VendorId = 0x0000054C, ProductId = 0x000009CC
static const GamePadMappingEntry g_DInputDS4Mapping[] =
@ocornut
ocornut / rrbits.h
Last active January 6, 2019 22:04 — forked from anonymous/rrbits.h
// Copyright 2008-2015 RAD Game Tools
#ifndef RADRR_BITSH
#define RADRR_BITSH
#include "radtypes.h"
RADDEFSTART
//===================================================================================