Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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
using System; | |
using System.Collections.Generic; | |
using System.Text; | |
using UnityEditor; | |
using UnityEditor.Compilation; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class AsmdefDebug | |
{ |
What to evaluate and consider before adding usage of new third-party crates.
These are not exact requirements but questions to investigate and discuss to help reason around the health, safety, maintainability, and more around crates.
This can also be read as an opinionated guide for crate authors of what our (Embark's) guidelines and recommendations are, though should not be taken too literally.
Legend: 🔒 Must have, ⭐️ Should have, 👍 Nice to have, ℹ️ Info
using UnityEngine; | |
public class MeshBlit : MonoBehaviour | |
{ | |
public RenderTexture rt; | |
public Mesh mesh; | |
public Material material; | |
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1); |
// Originally from: | |
// https://gamedev.stackexchange.com/questions/87275/how-do-i-perform-an-xbr-or-hqx-filter-in-xna | |
// Tweaked for Shaderlab by twitter.com/yankooliveira | |
// (Having almost no idea what he was doing) | |
Shader "Custom/xBRx2" { | |
Properties { | |
_PixelTexture ("Texture to filter (RGB)", 2D) = "white" {} | |
texture_size ("Pixel Texture Size", Vector) = (16,16,0,0) | |
} |