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FROM microsoft/dotnet:sdk | |
COPY . /source | |
WORKDIR /bin | |
RUN dotnet build /source/dockerdebug.csproj -o /app | |
WORKDIR /app | |
CMD ["dotnet", "dockerdebug.dll"] |
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cmake_minimum_required(VERSION 3.1) | |
project(nbind VERSION 1.0.0) | |
add_definitions(-DBUILDING_NODE_EXTENSION) | |
add_definitions(-DUSING_V8_SHARED) | |
add_definitions(-DUSING_UV_SHARED) | |
add_definitions(-DV8_DEPRECATION_WARNINGS) | |
include(node_modules/node-cmake/NodeJS.cmake) |
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Game engines today are mostly about providing the maximum graphics performance and customizability, which is in trend with the hardware. Unfortunately, they are also API-like in nature, requiring initialization/calls in a particular sequence and in having to manage their state externally. Creating complex effects also often involves writing/generating a combination of shaders, code and data files – which can often get out of sync or be hard to maintain.Graffiti bucks the trend by providing a simple set of declarative-syntax based open source libraries that are set-up-and-go oriented. Almost all of the data Graffiti needs is designed to be written directly as readable, markup-like C# code (or serialized/deserialized), which makes it robust and type-safe. Core tenets of Graffiti include Quake 3 style shaders, simple key frame based animation and batched rendering. Each module of Graffiti is focused on a handful of tasks, which other pieces leverage.It is also written on top of XNA/MonoGame and its most compatib |
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