- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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:
<?xml version="1.0"?> | |
<!-- | |
DualSense (DS5) USB HID Report Descriptor | |
Documentation WIP | |
TODO: Extract info from hid-playstation and cross-verify with us. | |
--> |
This list is an attempt to collect as many free resources about computer graphics- / rendering- techniques, game- / render-engine architecture and optimization techniques. This list doesn't contain every resource that is out there so it'll be expanded in time whenever I find another resource that may help one person or the other.
Self-hosting is the practice of locally hosting and managing applications instead of renting from SaaSS providers.
This is a list of Free Software network services and web applications which can be hosted locally. Non-Free software is listed on the Non-Free page.
See Contributing.
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 |
# 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, |
/* | |
* 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 |
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'"
}