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Developing the Future

Vladyslav Semenchenko pffan91

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Developing the Future
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@syshen
syshen / gist:c24d127e1adc2783e0e7
Last active June 28, 2020 19:31
Universal framework
######################
# Options
######################
REVEAL_ARCHIVE_IN_FINDER=false
FRAMEWORK_NAME="${PROJECT_NAME}"
SIMULATOR_LIBRARY_PATH="${BUILD_DIR}/${CONFIGURATION}-iphonesimulator/${FRAMEWORK_NAME}.framework"
@iamjason
iamjason / us-states-array
Created December 29, 2014 01:31
Swift US States Array
let state = [ "AK - Alaska",
"AL - Alabama",
"AR - Arkansas",
"AS - American Samoa",
"AZ - Arizona",
"CA - California",
"CO - Colorado",
"CT - Connecticut",
"DC - District of Columbia",
"DE - Delaware",
@naoyashiga
naoyashiga / TimingFunction.swift
Created May 28, 2015 11:46
TimingFunction.swift
import Foundation
enum timingFunction{
case Linear,EaseIn,EaseOut,EaseInOut,
Spring,
EaseInSine,EaseOutSine,EaseInOutSine,
EaseInQuad,EaseOutQuad,EaseInOutQuad,
EaseInCubic,EaseOutCubic,EaseInOutCubic,
EaseInQuart,EaseOutQuart,EaseInOutQuart,
EaseInQuint,EaseOutQuint,EaseInOutQuint,
@designatednerd
designatednerd / CountableIntEnum.swift
Last active August 3, 2018 06:14
Swift 3 Helpers for getting all the cases of a given enum [Swift 3]
import Foundation
/**
A swift protocol to make any Int enum able to count its cases.
Super-useful for making enums to help you deal with sections in tableviews without having to maintain a case for the count of the enum.
Originally developed by Logan Wright for Swift 2.0 here:
https://gist.github.com/LoganWright/c8a26b1faf538e40f747
@takasek
takasek / CodePiece.swift
Created June 9, 2017 02:58
JSONDecorderは、プロパティdateDecodingStrategyをsetすると、dateのパース方法を色々カスタマイズできるみたい #CodePiece
import Foundation
struct S1: Codable {
let dateFromTimeInterval: Date
}
struct S2: Codable {
let dateFromISO8601: Date
}
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active July 10, 2024 08:04
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

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 13, 2024 23:25
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