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static file_fixup *
FixupListSort(file_fixup *List)
{
// This is bog-standard mergesort.
// Base case: 0- and 1-element lists
if (!List || !List->Next)
{
return(List);
}
@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active March 25, 2025 15:03
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
// Xeno
enum Xeno_Kind {
XENO_POINTER,
XENO_AGGREGATE,
XENO_FIRST_PRIMITIVE_TYPE,
XENO_UINT8 = XENO_FIRST_PRIMITIVE_TYPE,
XENO_UINT16,
XENO_UINT32,
XENO_UINT64,
@rygorous
rygorous / gist:e0f055bfb74e3d5f0af20690759de5a7
Created May 8, 2016 06:54
A bit of background on compilers exploiting signed overflow
Why do compilers even bother with exploiting undefinedness signed overflow? And what are those
mysterious cases where it helps?
A lot of people (myself included) are against transforms that aggressively exploit undefined behavior, but
I think it's useful to know what compiler writers are accomplishing by this.
TL;DR: C doesn't work very well if int!=register width, but (for backwards compat) int is 32-bit on all
major 64-bit targets, and this causes quite hairy problems for code generation and optimization in some
fairly common cases. The signed overflow UB exploitation is an attempt to work around this.
#include <stdio.h>
#include <errno.h>
#include <stdlib.h>
#include <stdint.h>
#include <assert.h>
#include <string.h>
#define streq(a, b) (!strcmp((a), (b)))
#ifndef __USE_GNU
#define __USE_GNU

Multi-dimensional array views for systems programmers

As C programmers, most of us think of pointer arithmetic for multi-dimensional arrays in a nested way:

The address for a 1-dimensional array is base + x. The address for a 2-dimensional array is base + x + y*x_size for row-major layout and base + y + x*y_size for column-major layout. The address for a 3-dimensional array is base + x + (y + z*y_size)*x_size for row-column-major layout. And so on.

@munificent
munificent / generate.c
Last active January 27, 2025 18:14
A random dungeon generator that fits on a business card
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
#define r return // 2008-2019
#define l(a, b, c, d) for (i y=a;y\
<b; y++) for (int x = c; x < d; x++)
typedef int i;const i H=40;const i W
=80;i m[40][80];i g(i x){r rand()%x;
}void cave(i s){i w=g(10)+5;i h=g(6)
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u
// Baseline version without prefetch
static const LRMEntry * lrm_search_one_basic(const LRM * lrm, const U8 * ptr)
{
LRM_hash_t hash = lrm_hash8(ptr);
// Jump-in: narrow down the search interval using the jump table
LRM_hash_t ji = hash >> lrm->jumpInShift;
S32 jump1 = lrm->jumpIn[ji];
S32 jump2 = lrm->jumpIn[ji + 1];
@david-crespo
david-crespo / rain-world.md
Last active May 6, 2025 05:08
How to Enjoy Rain World

2025-05-06: The canonical version of this guide is now https://crespo.business/posts/how-to-enjoy-rain-world/


How to Enjoy Rain World

A spoiler-free guide to the spoilers

TL;DR: play as long as you can without help, until you get frustrated. At that point, the recommended region order helps a lot without spoiling anything but region names. If you can't find the next region, the world map (only showing region connections, no detail) will tell you what direction to look in.

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 10, 2025 06:36
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d