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@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active November 1, 2024 23:31
A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
///////////////////////////////////////////////////////////////////////////////
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader
// AUTHOR: Freya Holmér
// LICENSE: Use for whatever, commercial or otherwise!
// Don't hold me liable for issues though
// But pls credit me if it works super well <3
// LIMITATIONS: There's some precision loss beyond 3 decimal places
// CONTRIBUTORS: yes please! if you know a more precise way to get
// decimal digits then pls lemme know!
// GetDecimalSymbolAt() could use some more love/precision
@raysan5
raysan5 / raylib_vs_sdl.md
Last active November 14, 2024 18:25
raylib vs SDL - A libraries comparison

raylib_vs_sdl

In the last years I've been asked multiple times about the comparison between raylib and SDL libraries. Unfortunately, my experience with SDL was quite limited so I couldn't provide a good comparison. In the last two years I've learned about SDL and used it to teach at University so I feel that now I can provide a good comparison between both.

Hope it helps future users to better understand this two libraries internals and functionality.

Table of Content

@empika
empika / AddressablesLoadAllAssets.cs
Created June 25, 2020 15:04
Addressables LoadAllAssets
public IEnumerator LoadAllAssets<T>(OnLoadAssetsCallback<T[]> callback) where T : Object
{
List<IResourceLocation> locations = getLocationsForType<T>();
AsyncOperationHandle<IList<T>> asyncOperation = Addressables.LoadAssetsAsync<T>(locations, null);
yield return asyncOperation;
if (asyncOperation.Status == AsyncOperationStatus.Succeeded)
{
callback(asyncOperation.Result.ToArray());
}
}
@wotakuro
wotakuro / UnityEditor拡張便利群.txt
Last active September 27, 2022 08:09
UnityEditor拡張便利群
1.プロジェクトのアセットをザクっと見渡すツールです
https://github.com/wotakuro/AssetsReporter
2.300フレーム毎にProfilerログを保存することで300フレーム上限問題を回避します。
https://github.com/wotakuro/UnityProfilerIntervalSave
3.Profilerのログを分割する事で、300フレーム上限問題を回避します
https://github.com/wotakuro/ProfilerBinarylogSplit
4.ScreenShotをProfilerのログに埋め込みします
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active October 24, 2024 16:16
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

@Yousha
Yousha / .gitignore
Last active November 13, 2024 18:29
.gitignore for C/C++ developers.
##### Windows
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db
# Dump file
*.stackdump
結果
------Initialization------
Initialization.PlayerUpdateTime
Initialization.AsyncUploadTimeSlicedUpdate
Initialization.SynchronizeInputs
Initialization.SynchronizeState
Initialization.XREarlyUpdate
------EarlyUpdate------
EarlyUpdate.PollPlayerConnection
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Custom/Wireframe" {
Properties
{
_WireThickness ("Wire Thickness", RANGE(0, 800)) = 100
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
@gorlak
gorlak / tools-engineer-checklist.md
Last active September 2, 2024 10:34
Tools Engineer Checklist

This list is provided as a guide for tools engineers of all skill levels looking for jobs in the game industry. It's meant as a guide to topics that should be pursued broadly in order to be well spoken in an interview. I doubt any hiring manager requires deep knowedge across every topic, but an ideal candidate would be somewhat knowledgable (aware of its existence if asked directly) with all topics here.

Each list of bullets increases in difficulty, so later bullets are more applicable to senior (or even director) level candidates.

Good luck.

@gorlak

Math