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@bazhenovc
bazhenovc / the_sane_rendering_manifesto.md
Last active March 15, 2025 08:44
The Sane Rendering Manifesto

The Sane Rendering Manifesto

The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.

These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.

Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.

Do not use dynamic resolution.

@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
@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'"
}
@kpcftsz
kpcftsz / DropShadows.cpp
Last active April 20, 2025 12:26
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
@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,
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
@Stylesproline
Stylesproline / README.md
Created December 9, 2021 07:53
Awesome-Selfhosted
@rtryan98
rtryan98 / Graphics and Engine development.md
Last active February 25, 2025 00:12
Talks, Posts, Papers and more for Graphics and (Game) Engine Development
@dogtopus
dogtopus / ds5.desc.xml
Last active April 21, 2025 21:24
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.
-->
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active April 19, 2025 05:09
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