Vulkan is a low-overhead, cross-platform 3D graphics and compute API.
Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.
#!/bin/sh -x | |
# This script compiles Godot for iOS in 64-bit and 32-bit. | |
# It must be run from a GNU/Linux system. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# This needs to be set so that SCons detects OS X as a valid option | |
export OSXCROSS_IOS="anything" |
#!/bin/sh -x | |
# This script compiles Godot for GNU/Linux in 64-bit. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Build 64-bit Godot for GNU/Linux desktop, in debug and release mode | |
scons p=x11 -j$(nproc) verbose=no tools=yes target=release_debug openssl=builtin | |
scons p=x11 -j$(nproc) verbose=no tools=no target=release_debug openssl=builtin |
#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with | |
# OSXCross installed and configured. XCode SDK 7.2 is used | |
# with this script. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
OSXCROSS_PATH="/opt/osxcross" |
:: This script must be run from a Windows machine with | |
:: Visual Studio 2015, Python 2.7 and SCons installed at their | |
:: default locations. 7-Zip also needs to be installed (to compress editor binaries). | |
:: NOTE: You need Pywin32 to be installed to use multi-threaded compilation. | |
:: You may need to set "threads" to 1 for the first build, even if you have it installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal |
#!/bin/sh -x | |
# This script compiles Android debug and release templates from a Godot Git clone. | |
# It needs to be run from a GNU/Linux system. The compilation process will automatically | |
# use all CPU threads available. | |
# You will need to install Android SDK (API 23), the build tools, | |
# the Android Support Repository and the NDK (latest, as of November 2016). | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal |
### | |
### | |
### UPDATE: For Win 11, I recommend using this tool in place of this script: | |
### https://christitus.com/windows-tool/ | |
### https://github.com/ChrisTitusTech/winutil | |
### https://www.youtube.com/watch?v=6UQZ5oQg8XA | |
### iwr -useb https://christitus.com/win | iex | |
### | |
### OR take a look at | |
### https://github.com/HotCakeX/Harden-Windows-Security |
npm users sorted by the monthly downloads of their modules, for the range May 6, 2018 until Jun 6, 2018.
Metrics are calculated using top-npm-users.
# | User | Downloads |
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var gulp = require('gulp'), | |
sass = require('gulp-ruby-sass'), | |
autoprefixer = require('gulp-autoprefixer'), | |
minifycss = require('gulp-minify-css'), | |
jshint = require('gulp-jshint'), | |
uglify = require('gulp-uglify'), | |
rename = require('gulp-rename'), | |
clean = require('gulp-clean'), | |
concat = require('gulp-concat'), | |
notify = require('gulp-notify'), |
Achievement | Engine/Game | Why it's bad |
---|---|---|
storing world space positions in gbuffer | STALKER, F.E.A.R. | Depth buffer can be used to derive position saving a lot of memory bandwidth |
uploaded texture upside down | Various engines, mostly Quake derived. | Difficult to debug with tools like apitrace, nsight, pix, renderdoc, etc |