- gods in df -> moved to word doc
- figure out book interactions, give some fun stuff to random books (e.g. paralysis)
-
finish unit creation script- mostly done, needs some minor fixesdo it in c++ - site creation done, could use some more love.
- finish the lua-scripted reactions (including the god worshiping mini-mod, altars (with statue req) and mini altars with figurines?) done- eventful
- genetic engineering by adding generated creature raws
- jobs in adv mode (esp. build/dig) - almost done advfort
- anti-quantum stockpile mod
- Df achievements and stats(longest toss, most hurt unit, cheapest artifact). Per world and could be added to fortmode/advmode/legends menu
- maybe it's possible to add rust (new material that sometimes adds wear to item and a layer of rust/patina, maybe it inhibits later additions)
- Items:
- incrementRotTimer
- addImprovementFromJob
- moveToGround
- categorize
- addWear/incWearTimer/setWear
- addContaminant/removeContaminant/removeContaminantByIdx
- contaminateWound
- coverWithContaminant
- becomePaste/becomePressed
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For other language: Instead of `ace/mode/ruby`, Use | |
Markdown -> `ace/mode/markdown` | |
Python -> `ace/mode/python` | |
C/C++ -> `ace/mode/c_cpp` | |
Javscript -> `ace/mode/javascript` | |
Java -> `ace/mode/java` | |
Scala- -> `ace/mode/scala` |
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extern "C" | |
{ | |
int _fltused; | |
#ifdef _M_IX86 // following functions are needed only for 32-bit architecture | |
__declspec(naked) void _ftol2() | |
{ | |
__asm | |
{ |
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/* | |
* Random-Number Utilities (randutil) | |
* Addresses common issues with C++11 random number generation. | |
* Makes good seeding easier, and makes using RNGs easy while retaining | |
* all the power. | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2015-2022 Melissa E. O'Neill | |
* |
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#pragma once | |
// This provides a library for stubbing and mocking C++ code as is. It works by requiring | |
// explicit hooks to be inserted into the code that is to be mocked. In a regular build, | |
// these hooks will do nothing. In a testing build, they will expand to calls into the | |
// framework here to allow the code being executed to be hijacked from outside. | |
// | |
// NOTE: Thread-safety! Arranging fakes must be done on a single thread. Using fakes can | |
// be done from multiple threads concurrently. | |
// |
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Right now I can do this in Markdeep source: | |
------------------ | |
Just a test paragraph, move along... | |
<div class="note"> | |
Just a note. Don't mind me. | |
</div> | |
<div class="warn"> |
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// "star torus" by davey | |
int[][] result; | |
float t, c; | |
float ease(float p) { | |
return 3*p*p - 2*p*p*p; | |
} | |
float ease(float p, float g) { |
Follow-up to Minimal D3D11, adding instanced rendering. As before: An uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft.
The main difference here is that the hollow cube is rendered using DrawIndexedInstanced
(which saves a lot of vertices compared to the original, so model data is now small enough to be included in the source without being too much in the way), but also all trigonometry and matrix math is moved to the vertex shader, further simplifying the main code.
Each instance is merely this piece of geometry, consisting of 4 triangles:
..which is th
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