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# 1 "glm-amalgamated/glm.h"
# 16 "glm-amalgamated/glm.h"
#ifndef GLM_SETUP_INCLUDED
#include <cassert>
#include <cstddef>
#define GLM_VERSION_MAJOR 0
#define GLM_VERSION_MINOR 9
#define GLM_VERSION_PATCH 9
#define GLM_VERSION_REVISION 8
#define GLM_VERSION 998
#include "glm.h"
/// @ref core
/// @file glm/glm.cpp
#include <glm/gtx/dual_quaternion.hpp>
#include <glm/gtc/vec1.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/ext/scalar_int_sized.hpp>
#include <glm/ext/scalar_uint_sized.hpp>
#include <glm/glm.hpp>
echo
set BUILD_CONFIG=Release
set AGS_SDL_SOUND_LIB=C:\Lib\SDL_sound\build\Release
set AGS_SDL_SOUND_INCLUDE=C:\Lib\SDL_sound\src
set AGS_SDL_LIB=C:\Lib\SDL2\lib\x86
set AGS_SDL_INCLUDE=C:\Lib\SDL2\include
set AGS_LIBVORBIS_LIB=C:\Lib\Xiph
set AGS_LIBTHEORA_LIB=C:\Lib\Xiph
set AGS_LIBOGG_LIB=C:\Lib\Xiph
set AGS_DIRECTX_LIB=C:\Lib\DirectX
@ericoporto
ericoporto / vcpkg_2020_12_02.log
Last active December 2, 2020 10:26
build on Windows 10 Home
cmd /S /C pushd %TEMP% && git clone https://github.com/Microsoft/vcpkg.git && pushd vcpkg && if not exist vcpkg.exe call bootstrap-vcpkg.bat && vcpkg install libogg:x86-windows-static libtheora:x86-windows-static libvorbis:x86-windows-static && popd && popd && mkdir Lib\Xiph && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\ogg.lib Lib\Xiph\libogg_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\theora.lib Lib\Xiph\libtheora_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\vorbis.lib Lib\Xiph\libvorbis_static.lib && copy %TEMP%\vcpkg\installed\x86-windows-static\lib\vorbisfile.lib Lib\Xiph\libvorbisfile_static.lib
Cloning into 'vcpkg'...
remote: Enumerating objects: 65, done.
remote: Counting objects: 100% (65/65), done.
remote: Compressing objects: 100% (61/61), done.
remote: Total 95587 (delta 24), reused 20 (delta 4), pack-reused 95522
Receiving objects: 100% (95587/95587), 28.92 MiB | 5.56 MiB/s, done.
Resolving deltas: 100% (59207/59207), done.
Ch
@ericoporto
ericoporto / touchapi.md
Last active November 21, 2020 16:03
Sketch for analysis blogpost in ericonotes.blogspot.com/2020/11/a-quick-look-at-touch-handling-apis-in.html

A quick look at Touch Handling APIs in Game Engines

Since the iPhone happened in 2007, touch input has been at the forefront of human interaction with machines. But Game Engines have existed for a reasonable long life, preceding the mobile boom. Touch as a means of interaction with the game world in engines is provided in many ways. Below, we are going to look at different touch APIs to see how they have been provided to enable gaming on our phones. Tilt, camera, and other sensors are going to be ignored so we can focus on touch.


Browser Touch API

@ericoporto
ericoporto / 1.Instructions.md
Created October 19, 2020 02:10 — forked from WesThorburn/1.Instructions.md
Linux: Compile C++ to WebAssembly and JavaScript using Emscripten and CMake

Linux: Compile C++ to WebAssembly and JavaScript using Emscripten and CMake

Download and Install Emscripten

  • My preferred installation location is /home/user
  • Get the latest sdk: git clone https://github.com/emscripten-core/emsdk.git
  • Enter the cloned directory: cd emsdk
  • Install the lastest sdk tools: ./emsdk install latest
  • Activate the latest sdk tools: ./emsdk activate latest
  • Activate path variables: source ./emsdk_env.sh
  • Configure emsdk in your bash profile by running: echo 'source "/home/user/emsdk/emsdk_env.sh"' >> $HOME/.bash_profile
@ericoporto
ericoporto / sdlkey_to_agskey.cpp
Last active October 16, 2020 14:38
AGS Keycode equivalents in SDL Keycodes
SDL_Keysym SDLKeysymFromAgsKey (int key)
{
SDL_Keysym sk;
sk.scancode = SDL_SCANCODE_UNKNOWN;
sk.sym = SDLK_UNKNOWN;
switch (key) {
// ctrl-[A-Z] keys are numbered 1-26 for A-Z
case eAGSKeyCodeCtrlA: { sk.scancode = SDL_SCANCODE_A; sk.sym = SDLK_a; sk.mod = KMOD_CTRL; } break;
case eAGSKeyCodeCtrlB: { sk.scancode = SDL_SCANCODE_B; sk.sym = SDLK_b; sk.mod = KMOD_CTRL; } break;
// Rellax
// 0.1.5~
// A module to provide smooth scrolling and parallax!
// >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
// Before starting, you must create the following Custom Properties
// in AGS Editor, for usage with Objects.
// Just click on Properties [...] and on the Edit Custom Properties screen,
// click on Edit Schema ... button, and add the two properties below:
//
// PxPos:
@ericoporto
ericoporto / theoricalproblem.md
Last active July 18, 2020 03:33
Theoretical problem

When resolving script imports, the code doesn't deals with empty string imports, and relies on nullptr :

https://github.com/adventuregamestudio/ags/blob/c52217180969576717173777d8ac195dd4347047/Engine/script/cc_instance.cpp#L1591

This works because when reading script objects, empty strings (a single \0 character) are replaced by a nullptr :

https://github.com/adventuregamestudio/ags/blob/c52217180969576717173777d8ac195dd4347047/Common/script/cc_script.cpp#L39

But when writing a script object, we don't treat the nullptr case, so if you read a script object, and want to write it back to a file, this will break here :

@ericoporto
ericoporto / remember.txt
Created July 15, 2020 02:15
need to add a install target to ags executable cmakelists.txt
add_executable(ags)
if(NOT CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
install(TARGETS ags
DESTINATION "${CMAKE_INSTALL_PREFIX}/bin"
)
endif()