/*
Sketch for a cloud generator
By Mads Kjeldgaard, 2020
*/ ( ~numChannels = 2; s.options.numOutputBusChannels_(~numChannels);
// 3D Dom viewer, copy-paste this into your console to visualise the DOM as a stack of solid blocks. | |
// You can also minify and save it as a bookmarklet (https://www.freecodecamp.org/news/what-are-bookmarklets/) | |
(() => { | |
const SHOW_SIDES = false; // color sides of DOM nodes? | |
const COLOR_SURFACE = true; // color tops of DOM nodes? | |
const COLOR_RANDOM = false; // randomise color? | |
const COLOR_HUE = 190; // hue in HSL (https://hslpicker.com) | |
const MAX_ROTATION = 180; // set to 360 to rotate all the way round | |
const THICKNESS = 20; // thickness of layers | |
const DISTANCE = 10000; // ¯\\_(ツ)_/¯ |
# nim c -d:flecsGit -r flecs.nim | |
import os | |
import nimterop/[cimport, build] | |
const | |
baseDir = getProjectCacheDir("nimflecs") | |
getHeader( |
/*
Sketch for a cloud generator
By Mads Kjeldgaard, 2020
*/ ( ~numChannels = 2; s.options.numOutputBusChannels_(~numChannels);
// Derived from this Gist by Richard Gale: | |
// https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 | |
// ImGui BFFX binding | |
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture | |
// identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
// You can copy and use unmodified imgui_impl_* files in your project. See | |
// main.cpp for an example of using this. If you use this binding you'll need to | |
// call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), |
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
(ns coder ;; org.rssys.lzw | |
(:require [clojure.java.io :as io]) | |
(:import (java.io InputStream OutputStream) | |
(com.github.jinahya.bit.io StreamByteInput StreamByteOutput DefaultBitOutput DefaultBitInput))) | |
(def MAX-BITS-LENGTH 18) | |
(def EOF 256) | |
(defn lzw-encode-stream | |
[^InputStream in-stream ^OutputStream out-stream] |
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # | |
# RayLib h2nim autoconverter v0.05 | |
# Developed in 2*20 by Guevara-chan | |
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # | |
[fs, rl, http] = [require('fs'), require('readline'), require('https')] if process? | |
#.{ [Procedures] | |
sanity = (name, undes = /\*/g) -> | |
name = name.replace(undes, '') | |
if name in ['type', 'end', 'from', 'div', 'ptr'] then name + 'x' else name |
[nix-shell:~/src/kakoune]$ find $XDG_RUNTIME_DIR/kak/foo | |
/run/user/1000/kak/foo | |
/run/user/1000/kak/foo/buffers | |
/run/user/1000/kak/foo/buffers/0x17d8610 | |
/run/user/1000/kak/foo/buffers/0x17d8610/bufname | |
/run/user/1000/kak/foo/buffers/0x17d8610/buffile | |
/run/user/1000/kak/foo/buffers/0x17d8610/buf_line_count | |
/run/user/1000/kak/foo/buffers/0x17d8610/timestamp | |
/run/user/1000/kak/foo/buffers/0x17d8610/history_id | |
/run/user/1000/kak/foo/buffers/0x17d8610/modified |
Developer: "Doo Doo Doo... Working on the new Redux rewrite. Gotta write some fetch actions..."
FETCH_USERS -> function fetchUsersAction() {...}
FETCH_PAGES -> function fetchPagesAction() {...}
FETCH_FRIENDS -> function fetchFriendsAction() {...}
FETCH_GROUPS -> function fetchGroupsAction() {...}
FETCH_EVENTS -> function fetchEventsAction() {...}
I wrote this answer on stackexchange, here: https://stackoverflow.com/posts/12597919/
It was wrongly deleted for containing "proprietary information" years later. I think that's bullshit so I am posting it here. Come at me.
Amazon is a SOA system with 100s of services (or so says Amazon Chief Technology Officer Werner Vogels). How do they handle build and release?