A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
Name | Stars | Last Commit | Description |
---|---|---|---|
three.js | ![GitHub |
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
Name | Stars | Last Commit | Description |
---|---|---|---|
three.js | ![GitHub |
A week ago I was CC'd in on a thread about Linux packaging, and how to avoid doing it the wrong way (i.e. RPM, Deb, etc.). I've always used MojoSetup and I've never forced distributions to do any additional work, but this is still a new concept to a lot of people. Additionally, Amos suggested that I expand on Itch's FNA appendix, so here's a guide on how I package my games.
This is a bit of an expansion on my MAGFest 2016 presentation, which you can find here:
http://www.flibitijibibo.com/magfest2016/
https://www.youtube.com/watch?v=B83CWUh0Log
I would recommend looking at that first! After that, read on...
Let's start by getting it out on the table: Sublime Text is great, and version 3 should no longer be considered "abandonware" as of build 3065. Sublime Text served me very, very well over the years. That said, trying out new things is a major part of leveling-up, and in that vein Vim deserves a go. (And have you seen some of those thoughtbot guys flying around in Vim? It's awesome!)
Getting Vim up-and-running on your Windows machine doesn't have to be an all-day project. In this post, we'll walk through:
//Note: This does _not_ compile, it's just to demonstrate the relevant physics bits | |
class Main extends luxe.Game { | |
var fieldWidth:Int = 60; | |
var fieldDepth:Int = 60; | |
var physTimeStep:Float = 1 / 60; | |
var physTimeCounter:Float = 0; | |
var springK:Float = 100; | |
var springDampening:Float = 0.00; |
- (void)drawRect:(NSRect)dirtyRect | |
{ | |
[super drawRect:dirtyRect]; | |
static int redOffset = 0; | |
static int greenOffset = 0; | |
static int blueOffset = 0; | |
for (int y = 0; y < _bitmapHeight; y++) | |
{ |
# Hello, and welcome to makefile basics. | |
# | |
# You will learn why `make` is so great, and why, despite its "weird" syntax, | |
# it is actually a highly expressive, efficient, and powerful way to build | |
# programs. | |
# | |
# Once you're done here, go to | |
# http://www.gnu.org/software/make/manual/make.html | |
# to learn SOOOO much more. |
-- copy.lua | |
-- | |
-- Lua functions of varying complexity to deep copy tables. | |
-- | |
-- 1. The Problem. | |
-- | |
-- Here's an example to see why deep copies are useful. Let's | |
-- say function f receives a table parameter t, and it wants to |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);