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During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:

  • Godot C# support is inefficient
  • Godot API and binding system is designed around GDScript
  • Godot is not production ready

In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot

@veekaybee
veekaybee / normcore-llm.md
Last active May 9, 2024 07:47
Normcore LLM Reads

Anti-hype LLM reading list

Goals: Add links that are reasonable and good explanations of how stuff works. No hype and no vendor content if possible. Practical first-hand accounts of models in prod eagerly sought.

Foundational Concepts

Screenshot 2023-12-18 at 10 40 27 PM

Pre-Transformer Models

@repi
repi / crate-health.md
Last active February 22, 2024 01:17
Guidelines on evaluating health & quality of third-party crates at Embark

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

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 7, 2024 19:39
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

@shafik
shafik / WhatIsStrictAliasingAndWhyDoWeCare.md
Last active May 8, 2024 17:59
What is Strict Aliasing and Why do we Care?

What is the Strict Aliasing Rule and Why do we care?

(OR Type Punning, Undefined Behavior and Alignment, Oh My!)

What is strict aliasing? First we will describe what is aliasing and then we can learn what being strict about it means.

In C and C++ aliasing has to do with what expression types we are allowed to access stored values through. In both C and C++ the standard specifies which expression types are allowed to alias which types. The compiler and optimizer are allowed to assume we follow the aliasing rules strictly, hence the term strict aliasing rule. If we attempt to access a value using a type not allowed it is classified as undefined behavior(UB). Once we have undefined behavior all bets are off, the results of our program are no longer reliable.

Unfortunately with strict aliasing violations, we will often obtain the results we expect, leaving the possibility the a future version of a compiler with a new optimization will break code we th

Looking into the Future

futures-rs is the library which will hopefully become a shared foundation for everything async in Rust. However it's already become renowned for having a steep learning curve, even for experienced Rustaceans.

I think one of the best ways to get comfortable with using a library is to look at how it works internally: often API design can seem bizarre or impenetrable and it's only when you put yourself in the shoes of the library author that you can really understand why it was designed that way.

In this post I'll try to put down on "paper" my understanding of how futures work and I'll aim to do it in a visual way. I'm going to assume you're already somewhat familiar with Rust and why futures are a useful tool to have at one's disposal.

For most of this post I'll be talking about how things work today (as of September 2017). At the end I'll touch on what's being proposed next and also make a case for some of the changes I'd like to see.

If you're interested in learning more ab

@nathan-osman
nathan-osman / win32.go
Last active August 31, 2023 22:01
Simple Windows GUI application written in Go
package main
import (
"log"
"syscall"
"unsafe"
)
var (
kernel32 = syscall.NewLazyDLL("kernel32.dll")
@graphitemaster
graphitemaster / T0.md
Last active May 6, 2024 10:18
Vulkan Tutorial

Tutorial 0

What is Vulkan

Vulkan is a low-overhead, cross-platform 3D graphics and compute API.

Vulkan targets

Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.

@CMCDragonkai
CMCDragonkai / higher_kinded_types_in_rust_and_haskell.md
Last active April 15, 2024 16:50
Rust/Haskell: Higher-Kinded Types (HKT)

Rust/Haskell: Higher-Kinded Types (HKT)

A higher kinded type is a concept that reifies a type constructor as an actual type.

A type constructor can be thought of in these analogies:

  • like a function in the type universe
  • as a type with a "hole" in it