- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
static __m128i const shuffles[16] = { | |
#define _ -1 // for readability | |
{ _,_,_,_, _,_,_,_, _,_,_,_, _,_,_,_ }, // 0000 | |
{ 0,1,_,_, _,_,_,_, _,_,_,_, _,_,_,_ }, // 0001 | |
{ _,_,_,_, 0,1,_,_, _,_,_,_, _,_,_,_ }, // 0010 | |
{ 0,1,_,_, 2,3,_,_, _,_,_,_, _,_,_,_ }, // 0011 | |
{ _,_,_,_, _,_,_,_, 0,1,_,_, _,_,_,_ }, // 0100 | |
{ 0,1,_,_, _,_,_,_, 2,3,_,_, _,_,_,_ }, // 0101 | |
{ _,_,_,_, 0,1,_,_, 2,3,_,_, _,_,_,_ }, // 0110 | |
{ 0,1,_,_, 2,3,_,_, 4,5,_,_, _,_,_,_ }, // 0111 |
package ; | |
#if macro | |
import haxe.macro.Context; | |
import haxe.macro.Printer; | |
import haxe.macro.Expr; | |
class MacroEnum { | |
macro public static function buildToString():Array<Field> { |
REM On Unix you would do this: find ./ -type f -exec dos2unix {} \; | |
REM After installing dos2unix.exe in Windows, you can create a small bat script with the below in it to | |
REM recursively change the line endings. Careful if you have any hidden directories (e.g. .git) | |
for /f "tokens=* delims=" %%a in ('dir "C:\Users\username\path\to\directory" /s /b') do ( | |
"C:\Program Files\unix2dos.exe" %%a | |
) |
#define STB_IMAGE_IMPLEMENTATION | |
#define STB_IMAGE_WRITE_IMPLEMENTATION | |
#define STBI_ONLY_PNG | |
#define STBI_ONLY_JPEG | |
#define STBI_ONLY_BMP | |
#define STBI_ONLY_GIF | |
#include "stb_image.h" | |
#include "stb_image_write.h" |
// Taken from the Rust code base: https://github.com/rust-lang/rust/blob/3809bbf47c8557bd149b3e52ceb47434ca8378d5/src/libstd/sys_common/mod.rs#L124 | |
// Computes (value*numer)/denom without overflow, as long as both | |
// (numer*denom) and the overall result fit into i64 (which is the case | |
// for our time conversions). | |
int64_t int64MulDiv(int64_t value, int64_t numer, int64_t denom) { | |
int64_t q = value / denom; | |
int64_t r = value % denom; | |
// Decompose value as (value/denom*denom + value%denom), | |
// substitute into (value*numer)/denom and simplify. | |
// r < denom, so (denom*numer) is the upper bound of (r*numer) |
Here is a short guide that will help you setup your environment to create signed commits
or signed tags
with Git locally. This has been extensively tested on Windows with Git and the Github Desktop application: I use it every day for my professional development projects.
I you face any issue, feel free to leave a comment below.
#include <time.h> // Robert Nystrom | |
#include <stdio.h> // @munificentbob | |
#include <stdlib.h> // for Ginny | |
#define r return // 2008-2019 | |
#define l(a, b, c, d) for (i y=a;y\ | |
<b; y++) for (int x = c; x < d; x++) | |
typedef int i;const i H=40;const i W | |
=80;i m[40][80];i g(i x){r rand()%x; | |
}void cave(i s){i w=g(10)+5;i h=g(6) | |
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u |
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