State of Roblox graphics API across all platforms, with percentage deltas since EOY 2018. Updated December 29 2019.
API | Share |
---|---|
Direct3D 11+ | 85% (+5%) |
Direct3D 10.1 | 8.5% (-1.5%) |
Direct3D 10.0 | 5.5% (-2.5%) |
Direct3D 9 | 1% (-1%) |
// $ gcc -o glitch_cube glitch_cube.c -lglfw -lGL -lGLU | |
#include <GLFW/glfw3.h> | |
#include <GL/gl.h> | |
#include <GL/glu.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <math.h> | |
void cubeFaceX(float side) { | |
glNormal3f(side, 0.0f, 0.0f); |
<!DOCTYPE html> | |
<html> | |
<head><title>Fizzlefade</title></head> | |
<body> | |
<canvas id="framebuffer" width="320" height="200"></canvas> | |
<script type="text/javascript"> | |
/* Fizzlefade using a Feistel network. |
After over 20 years working with C/C++ I finally got clear idea how header files need to be organized. Most of the projects in C++ world simply dump everything in .h file, and most of my C++ code was organized this way. Lately I started to separate function declaration from implementation as it was done in C. Now .h
headers are exclusevely intended for function and class declaration with doxygen documentation style comments. Inline implementation of functions, class method implementation, etc. goes into .inl
headers or .cpp
files.
For example .h
file would contain only declaration and doxygen style documentation comment:
/// Convert size in bytes to human readable string.
void prettify(char* _out, int32_t _max, uint64_t _value)
Once in a while, you may need to cleanup resources (containers, volumes, images, networks) ...
// see: https://github.com/chadoe/docker-cleanup-volumes
$ docker volume rm $(docker volume ls -qf dangling=true)
$ docker volume ls -qf dangling=true | xargs -r docker volume rm
This information applies to the PICO-8 0.1.6
release.
This document is here to help folks with a proficiency in Lua understand the limitations and discrepencies between Lua and PICO-8's Lua.
You can always view the manual or yellowafterlife's extended 0.1.1
manual.
print(function() end)
outputs the string function
instead of the string function: 0x0000000
./** | |
* This software is in the public domain. Where that dedication is not recognized, | |
* you are granted a perpetual, irrevokable license to copy and modify this file | |
* as you see fit. | |
* | |
* Requires SDL 2.0.4. | |
* Devices that do not support Metal are not handled currently. | |
**/ | |
#import <UIKit/UIKit.h> |
var React = require('react/addons'); | |
var ReactIgnore = { | |
displayName: 'ReactIgnore', | |
shouldComponentUpdate (){ | |
return false; | |
}, | |
render (){ | |
return React.Children.only(this.props.children); | |
} |
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);
local glfw = require("glfw3") --Let's say we have a magic GLFW3 binding there! | |
local openGL = require("opengl") | |
openGL.loader = glfw.GetProcAddress | |
openGL:import() | |
--and somewhere else | |
local vbo = ffi.new("GLuint[1]") | |
gl.GenBuffers(1, vbo) | |
gl.BindBuffer(GL.ARRAY_BUFFER, vbo[0]) | |
gl.BufferData(GL.ARRAY_BUFFER, ffi.sizeof(vertices), vertices, GL.STATIC_DRAW) |