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@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 21, 2024 06:51
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

@paulscott
paulscott / git-changelog
Last active January 24, 2019 19:29
generate a very simple changelog between the current branch and it's build branch, or other named branch
#!/bin/bash
# gives a changelog from the last build branch to the feature branch
currentBranch=$(git rev-parse --abbrev-ref HEAD)
currentBranch=${currentBranch#"build/"}
buildBranch="build/${currentBranch}"
# if no args, $buildBranch..$currentBranch
# if one arg, $1..$currentBranch
@paulscott
paulscott / git-prune-gone
Created October 23, 2018 17:38
One-liner to prune local branches whose remote tracking branch has been deleted
git branch -vv | grep ': gone]' | cut -f 3 -d ' ' | xargs -n1 git branch -d
@andymatuschak
andymatuschak / States-v3.md
Last active June 12, 2024 04:17
A composable pattern for pure state machines with effects (draft v3)

A composable pattern for pure state machines with effects

State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?

There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.

Here I present a composable pattern for pure state machiness with effects,

@flarik
flarik / dot.powrc.sh
Created June 12, 2013 10:25
Pow's .porwrc config file for use with RVM's config files .rvmrc or .ruby-version (+ optional .ruby-gemset)
if [ -f "${rvm_path}/scripts/rvm" ]; then
source "${rvm_path}/scripts/rvm"
if [ -f ".rvmrc" ]; then
source ".rvmrc"
elif [ -f ".ruby-version" ] && [ -f ".ruby-gemset" ]; then
rvm use `cat .ruby-version`@`cat .ruby-gemset`
elif [ -f ".ruby-version" ]; then
rvm use `cat .ruby-version`
@timoxley
timoxley / gist:4697136
Last active December 30, 2019 07:56
Things I learned about Voxel.JS today

Terminology

  • block/voxel/cube -> mostly interchangeable. The minecrafty blocks you see on the screen.
  • chunk: is a piece of the world that contains voxels
  • AABB: bounding volume
  • voxeljs: not 100% consistent yet, 'voxel.js' also acceptable, but definitely not 'VoxelJS'.
  • dims: short for 'dimensions'. Perhaps obvious to some.

Positions

@jspahrsummers
jspahrsummers / gist:4305792
Last active April 29, 2021 01:55
CGRectDivideWithPadding illustrations

Simple visual illustrations of how CGRectDivideWithPadding works.

Slicing from CGRectMinXEdge
  +-------+---------+------------>
e |       |         |
d | slice | padding | remainder…
g |       |         |
e |       |         |
@davatron5000
davatron5000 / gist:2254924
Created March 30, 2012 20:57
Static Site Generators

Backstory: I decided to crowdsource static site generator recommendations, so the following are actual real world suggested-to-me results. I then took those and sorted them by language/server and, just for a decent relative metric, their Github Watcher count. If you want a heap of other projects (including other languages like Haskell and Python) Nanoc has the mother of all site generator lists. If you recommend another one, by all means add a comment.

Ruby

@panicsteve
panicsteve / gist:1641705
Created January 19, 2012 18:26
Form letter template for acquired startups
Dear soon-to-be-former user,
We've got some fantastic news! Well, it's great news for us anyway. You, on
the other hand, are fucked.
We've just been acquired by:
[ ] Facebook
[ ] Google
[ ] Twitter
@bebraw
bebraw / gameengines.md
Created January 6, 2011 18:07
List of JS game engines. You can find a wikified version at https://github.com/bebraw/jswiki/wiki/Game-Engines. Feel free to modify that. I sync it here every once in a while.

IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.

This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].

Name Size (KB) License Type Unit Tests Docs Repository Notes
Akihabara 453 GPL2, MIT Classic Repro no API github Intended for making classic arcade-style games in JS+HTML5
AllBinary Platform Platform Dependent AllBinary 2D/2.5D/3D n