I've been trying to understand how to setup systems from
the ground up on Ubuntu. I just installed redis onto
the box and here's how I did it and some things to look
out for.
To install:
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections; | |
| using System.IO; | |
| using System.Text.RegularExpressions; | |
| using System.Collections.Generic; | |
| using System; | |
| class SolutionFixer : AssetPostprocessor |
| /* | |
| v2: Matt Rix pointed out there's an undocumented ONGeneratedCSProjectFiles() callback | |
| https://gist.github.com/MattRix/0bf8de88e16e8b494dbb | |
| v1: Still available in the gist history if you want a FileSystemWatcher solution! | |
| THE PROBLEM: | |
| - Unity constantly rewrites its .sln files whenever you rename/add/remove scripts |
List of oldest supported version of top 10 Linux Distros and their glibc version according to distrowatch.com.
Out of all versions with published EOLs, 2.12 is the oldest glibc still active, found in CentOS 6.8.
If CentOS 6 and 7 are eliminated, the oldest glibc is 2.23 in Ubuntu and Slackware.
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
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](https:
| using Microsoft.Diagnostics.NETCore.Client; | |
| using Microsoft.Diagnostics.Tracing; | |
| using Microsoft.Diagnostics.Tracing.Analysis; | |
| using Microsoft.Diagnostics.Tracing.Analysis.GC; | |
| using Microsoft.Diagnostics.Tracing.Parsers.Clr; | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Diagnostics; | |
| using System.Diagnostics.Tracing; | |
| using System.Runtime.InteropServices; |
this is a rough draft and may be updated with more examples
GitHub was kind enough to grant me swift access to the Copilot test phase despite me @'ing them several hundred times about ICE. I would like to examine it not in terms of productivity, but security. How risky is it to allow an AI to write some or all of your code?
Ultimately, a human being must take responsibility for every line of code that is committed. AI should not be used for "responsibility washing." However, Copilot is a tool, and workers need their tools to be reliable. A carpenter doesn't have to
Using Edge WebView2 is really straightforward, but using the Composition controller is poorly documented and only discussed on few issues in the WebView2 repo.
The browser itself is rendered on a separate process using DirectComposition API wich does not directly interoperate with DirectX, but can be readed using GraphicsCaptureItem WinRT apis. This means that a capture session must be setup into the host visual root, and it will provide accelerated GPU texture capture of the browser (with transparency)
There are few extra steps to setup this pipeline under win32 apps, apart of usual WebView2 setup:
DispatcherQueueController need to be created in the hosting thread in order to be able to use the Visual interfacesCreateCoreWebView2CompositionController instead CreateCoreWebView2Controller or its WithConfig equivalent.IContainerVisual and IVisual as in the example