Platforms:
- Linux
- Windows
- macOS
Python versions: 2.7, 3.7, 3.8 and 3.9
OTIO 0.14.0
has 22 wheels produced and uploaded to PyPI (see https://pypi.org/project/OpenTimelineIO/#files).
import SwiftUI | |
enum OSDocumentError: Error { | |
case unknownFileFormat | |
} | |
#if canImport(UIKit) | |
import UIKit |
import SwiftUI | |
enum OSDocumentError: Error { | |
case unknownFileFormat | |
} | |
#if canImport(UIKit) | |
import UIKit |
Platforms:
Python versions: 2.7, 3.7, 3.8 and 3.9
OTIO 0.14.0
has 22 wheels produced and uploaded to PyPI (see https://pypi.org/project/OpenTimelineIO/#files).
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
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
#pragma once | |
/* | |
// Example use on Windows with links opening in a browser | |
#define WIN32_LEAN_AND_MEAN | |
#include <Windows.h> | |
#include "Shellapi.h" | |
inline void LinkCallback( const char* link_, uint32_t linkLength_ ) |
import Foundation | |
import SceneKit | |
class ARQLThumbnailGenerator { | |
private let device = MTLCreateSystemDefaultDevice()! | |
/// Create a thumbnail image of the asset with the specified URL at the specified | |
/// animation time. Supports loading of .scn, .usd, .usdz, .obj, and .abc files, | |
/// and other formats supported by ModelIO. |
For a brief user-level introduction to CMake, watch C++ Weekly, Episode 78, Intro to CMake by Jason Turner. LLVM’s CMake Primer provides a good high-level introduction to the CMake syntax. Go read it now.
After that, watch Mathieu Ropert’s CppCon 2017 talk Using Modern CMake Patterns to Enforce a Good Modular Design (slides). It provides a thorough explanation of what modern CMake is and why it is so much better than “old school” CMake. The modular design ideas in this talk are based on the book [Large-Scale C++ Software Design](https://www.amazon.de/Large-Scale-Soft
#pragma once | |
#include "RuntimeImGui.h" | |
#include "RuntimeInclude.h" | |
RUNTIME_MODIFIABLE_INCLUDE; | |
#include "IconsFontAwesome.h" // from https://github.com/juliettef/IconFontCppHeaders | |
#include "PlatformUtils.h" | |
namespace ImGui |
// From https://github.com/google/filament | |
float D_GGX(float linearRoughness, float NoH, const vec3 h) { | |
// Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces" | |
// In mediump, there are two problems computing 1.0 - NoH^2 | |
// 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights) | |
// 2) NoH doesn't have enough precision around 1.0 | |
// Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well | |
// However, we can do better using Lagrange's identity: |