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@nzbart
nzbart / CredWriteAndReadWithProfileLoad.cpp
Last active February 26, 2021 03:27
Read / write credentials through CredRead and CredWrite, with a profile load for good measure. Fails under PowerShell remoting.
#include <SDKDDKVer.h>
#include <tchar.h>
#include <Windows.h>
#include <WinCred.h>
#include <Userenv.h>
#include <atlsecurity.h>
#include <Lmcons.h>
#include <iostream>
@meziantou
meziantou / CredentialManager.cs
Last active August 20, 2024 04:46
Using the Windows Credential API (CredRead, CredWrite, CredDelete, CredEnumerate).
// The most up to date version is available
// on GitHub: https://github.com/meziantou/Meziantou.Framework/tree/master/src/Meziantou.Framework.Win32.CredentialManager
// NuGet package: https://www.nuget.org/packages/Meziantou.Framework.Win32.CredentialManager/
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Runtime.InteropServices;
using System.Text;
using Microsoft.Win32.SafeHandles;
@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active August 14, 2024 11:22
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
@Nirma
Nirma / FTPUpload.swift
Last active December 30, 2023 02:11
Upload a file via FTP on iOS or macOS
import Foundation
import CFNetwork
public class FTPUpload {
fileprivate let ftpBaseUrl: String
fileprivate let directoryPath: String
fileprivate let username: String
fileprivate let password: String
@jhaberstro
jhaberstro / gpu_arch_resources
Last active October 26, 2023 00:14
GPU Architecture Learning Resources
http://courses.cms.caltech.edu/cs179/
http://www.amd.com/Documents/GCN_Architecture_whitepaper.pdf
https://community.arm.com/graphics/b/blog
http://cdn.imgtec.com/sdk-documentation/PowerVR+Hardware.Architecture+Overview+for+Developers.pdf
http://cdn.imgtec.com/sdk-documentation/PowerVR+Series5.Architecture+Guide+for+Developers.pdf
https://www.imgtec.com/blog/a-look-at-the-powervr-graphics-architecture-tile-based-rendering/
https://www.imgtec.com/blog/the-dr-in-tbdr-deferred-rendering-in-rogue/
http://developer.amd.com/tools-and-sdks/opencl-zone/amd-accelerated-parallel-processing-app-sdk/opencl-optimization-guide/#50401334_pgfId-412605
https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
https://community.arm.com/graphics/b/documents/posts/moving-mobile-graphics#siggraph2015
@sebasten
sebasten / E32017.md
Last active August 12, 2019 22:52
E3 2017
@sebasten
sebasten / trailersE32018.md
Last active August 12, 2019 22:51
Videos E3 2018
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active October 20, 2024 03:34
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active October 24, 2024 16:16
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