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@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active May 24, 2025 08:58
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 June 17, 2025 06:27
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 July 1, 2025 07:13
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

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](https:

@Yousha
Yousha / .gitignore
Last active June 11, 2025 09:48
.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
{