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Core Coding Standard

Coding practices are a source of a lot of arguments among programmers. Coding standards, to some degree, help us to put certain questions to bed and resolve stylistic debates. No coding standard makes everyone happy. (And even their existence is sure to make some unhappy.) What follows are the standards we put together on the Core team, which have become the general coding standard for all programming teams on new code development. We’ve tried to balance the need for creating a common, recognizable and readable code base with not unduly burdening the programmer with minor code formatting concerns.

Table Of Contents

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active April 18, 2026 17:19
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 January 24, 2026 16:03
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 February 13, 2026 07:03
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, gord@gordthompson.com
#
# 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 December 2, 2025 05:38
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