Standard escape codes are prefixed with Escape
:
- Ctrl-Key:
^[
- Octal:
\033
- Unicode:
\u001b
- Hexadecimal:
\x1B
- Decimal:
27
param( | |
[string]$pattern = "*.*", | |
[ValidateSet("md5", "sha1", "sha256", "sha384", "sha512")]$algorithm = "sha1", | |
[switch]$recurse | |
) | |
[Reflection.Assembly]::LoadWithPartialName("System.Security") | out-null | |
if ($algorithm -eq "sha1") { | |
$hashimpl = new-Object System.Security.Cryptography.SHA1Managed |
/* | |
Delta Compression by Glenn Fiedler. | |
This source code is placed in the public domain. | |
http://gafferongames.com/2015/03/14/the-networked-physics-data-compression-challenge/ | |
*/ | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <assert.h> | |
#include <string.h> |
<?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"/> |
// ---- loading a font | |
static void load_font(void) | |
{ | |
hb_blob_t *blob; | |
hb_face_t *face; | |
size_t filelen = 0; | |
void *filedata = stb_file("c:/windows/fonts/arial.ttf", &filelen); | |
if (filedata == 0) stbpg_fatal("Couldn't load font"); |
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube
//#include "matrix.cpp" | |
#include <windows.h> | |
#include <d3d11.h> | |
#include <dxgi.h> | |
#include <stdint.h> | |
#include <d3dcompiler.h> | |
#define assert(expr) if(!(expr)) { *((int *)0) = 0; } | |
#define invalidCodePath assert(false); |
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