Tools:
https://github.com/patrickfav/uber-apk-signer
https://github.com/iBotPeaches/Apktool
How:
apktool d app-release.apk -o extracted_apk
Tools:
https://github.com/patrickfav/uber-apk-signer
https://github.com/iBotPeaches/Apktool
How:
apktool d app-release.apk -o extracted_apk
So if your projection matrix P = | |
m11 m12 m13 m14 | |
m21 m22 m23 m24 | |
m31 m32 m33 m34 | |
m41 m42 m43 m44 | |
Then | |
p_clip = (x_clip,y_clip,z_clip,w_clip)^T = P * (x,y,z,1)^T | |
We don't actually care about z_clip here, so drop the third row: |
A good way to think about a buffer or an image descriptor is to imagine it as a very fat pointer. This is, in fact, not too far removed from reality, as we shall see.
Taking a peek at radv, we find the uniform buffer and storage buffer descriptors to be a 4-word tuple, where the first two words make up the address, followed by length in bytes for bounds checking and an extra word, which holds format information and bounds checking behavior [^1].
Similarly, the sampled image descriptor is a 16-word tuple containing an
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
Wonder Boy: The Dragon's Trap | |
----------------------------- | |
Quick Guide for programmers | |
Last updated October 2018 | |
Contact: Omar Cornut <XXXXXX | |
=============================================== | |
INDEX | |
=============================================== |
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:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot