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Julian Stamm julcst

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@jdupuy
jdupuy / SampleVndf_GGX.cpp
Last active December 30, 2024 13:11
Sampling Visible GGX Normals with Spherical Caps
// Helper function: sample the visible hemisphere from a spherical cap
vec3 SampleVndf_Hemisphere(vec2 u, vec3 wi)
{
// sample a spherical cap in (-wi.z, 1]
float phi = 2.0f * M_PI * u.x;
float z = fma((1.0f - u.y), (1.0f + wi.z), -wi.z);
float sinTheta = sqrt(clamp(1.0f - z * z, 0.0f, 1.0f));
float x = sinTheta * cos(phi);
float y = sinTheta * sin(phi);
vec3 c = vec3(x, y, z);
@maxwellmlin
maxwellmlin / LPX-Trial-Reset.sh
Created April 14, 2021 03:46
Logic Pro X Trial Reset
mv -v ~/Library/Application\ Support/.lpxuserdata ~/.Trash
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active June 6, 2025 06:52
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

@MulattoKid
MulattoKid / CUDA-OpenGL Interoperability.md
Created April 29, 2018 19:48
CUDA-OpenGL Interoperability

Intro #1

I recently decided that I should start to work on my own path tracing "engine" and so here we are. I will try to share as much as possible without it just becoming too much to read. Hopefully what I write will be of some use to others who might run into the same problems I do during this process. Just as a quick disclaimer, here is my setup which I plan to use for throughout the project (hate it or love it, this is what I'm working with):

  • Windows 10
  • Intel i7-6700K @4.2GHz
  • Nvidia GTX 970 (4GB)
  • 16GB RAM
  • Microsoft Visual Studio Community 2017
  • CUDA Toolkit 9.0
  • OpenGL 4.3 (I will occasionally work from my laptop which does not support v4.5)
  • SDL 2.0
@Kos
Kos / formats.txt
Last active April 18, 2025 02:28
OpenGL image formats along with their unsized variants and preferred formats for pixel transfer (Written by hand, needs verification) Pixel store for compressed textures not provided because there are glCompressedTexImage and family for them. EXT_texture_compression_s3tc formats not included.
| Image format (sized) | Unsized | Compr | Pixel format | Pixel type |
|---------------------------------------|--------------------|-------|--------------------|-----------------------------------|
| GL_R8 | GL_RED | False | GL_RED | GL_UNSIGNED_BYTE |
| GL_R8_SNORM | GL_RED | False | GL_RED | GL_BYTE |
| GL_R16 | GL_RED | False | GL_RED | GL_UNSIGNED_SHORT |
| GL_R16_SNORM | GL_RED | False | GL_RED | GL_SHORT |
| GL_R32F | GL_RED | False | GL_RED | GL_FLOAT |
| GL_R8I | GL_RED | False | GL_RED_INTEGER | GL_INT |