Based on the earliest ancient Buddhist texts and oral tradition.
Will revolve around this text, MN 107, ordered in a Gradual Approach.
"Why do I, being liable to be reborn, grow old, fall sick, sorrow, die, and become corrupted, seek things that have the same nature? Why don’t I seek the unborn, unaging, unailing, undying, sorrowless, uncorrupted supreme sanctuary from the yoke, extinguishment?’
Some time later, while still black-haired, blessed with youth, in the prime of life—though my mother and father wished otherwise, weeping with tearful faces—I shaved off my hair and beard, dressed in ocher robes, and went forth from the lay life to homelessness.
Once I had gone forth I set out to discover what is skillful, seekin
#!/usr/bin/env bash | |
# This script clones all repos in a GitHub org | |
# It requires the GH CLI: https://cli.github.com | |
# It can be re-run to collect new repos and pull the latest changes | |
set -euo pipefail | |
USAGE="Usage: gh-clone-org <user|org>" |
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:
[merge] | |
tool = vimdiff | |
[mergetool] | |
keepBackup = false | |
[mergetool "vimdiff"] | |
cmd = nvim -d $LOCAL $REMOTE $MERGED -c '$wincmd w' -c 'wincmd J' |