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@raysan5
raysan5 / custom_game_engines_small_study.md
Last active October 12, 2025 19:14
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:

@dogtopus
dogtopus / ds5.desc.xml
Last active August 3, 2025 17:47
DualSense descriptor
<?xml version="1.0"?>
<!--
DualSense (DS5) USB HID Report Descriptor
Documentation WIP
TODO: Extract info from hid-playstation and cross-verify with us.
-->
@rtryan98
rtryan98 / Graphics and Engine development.md
Last active August 20, 2025 00:16
Talks, Posts, Papers and more for Graphics and (Game) Engine Development
@Stylesproline
Stylesproline / README.md
Created December 9, 2021 07:53
Awesome-Selfhosted
Copy of deleted topic: https://www.reddit.com/r/gamedev/comments/jumvi5/dualsense_haptics_leds_and_more_hid_output_report/
---
outputReport[0] = 0x02; // report type
outputReport[1] = 0xff; // flags determiing what changes this packet will perform
// 0x01 set the main motors (also requires flag 0x02); setting this by itself will allow rumble to gracefully terminate and then re-enable audio haptics, whereas not setting it will kill the rumble instantly and re-enable audio haptics.
// 0x02 set the main motors (also requires flag 0x01; without bit 0x01 motors are allowed to time out without re-enabling audio haptics)
// 0x04 set the right trigger motor
@gordthompson
gordthompson / postgresql_df_upsert.py
Last active March 17, 2025 21:46
Build a PostgreSQL INSERT … ON CONFLICT statement and upsert a DataFrame
# Copyright 2024 Gordon D. Thompson, [email protected]
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
@kpcftsz
kpcftsz / DropShadows.cpp
Last active September 6, 2025 12:45
K.I.S.S. Dear ImGui drop shadows - dead simple
/*
* This function assumes the existence of an active Dear ImGui window
*/
void RenderDropShadow(ImTextureID tex_id, float size, ImU8 opacity)
{
ImVec2 p = ImGui::GetWindowPos();
ImVec2 s = ImGui::GetWindowSize();
ImVec2 m = {p.x + s.x, p.y + s.y};
float uv0 = 0.0f; // left/top region
float uv1 = 0.333333f; // leftward/upper region
@equalent
equalent / KA_HY_FONTS.md
Last active November 7, 2023 22:45
Georgian/Armenian fonts for code

To read and write code that contains Georgian and/or Armenian characters, a combination of any preferred typeface with fallback DejaVu Sans Mono can be used.

For example, in VS Code settings.json:

{
    "editor.fontFamily": "'JetBrains Mono', 'DejaVu Sans Mono'"
}
@equalent
equalent / HDR_Output.md
Last active February 16, 2024 13:03
HDR Output

HDR Output

This is an overview of HDR output support on different platforms.

DXGI

Windows 10 Creators Update added native HDR support to DXGI:

  • must be enabled for display in Settings
  • requires flip-mode swap chain