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Exploring liminal spaces

Nick Porcino meshula

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Exploring liminal spaces
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#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_ )
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active June 28, 2025 11:08
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 July 10, 2025 04:43
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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:

@nicklockwood
nicklockwood / OSKit.swift
Created January 28, 2023 11:32
A lightweight approach to writing cross-platform code in SwiftUI without a lot of conditional compilation blocks
import SwiftUI
enum OSDocumentError: Error {
case unknownFileFormat
}
#if canImport(UIKit)
import UIKit
@meshula
meshula / OSKit.swift
Created January 30, 2023 20:14 — forked from nicklockwood/OSKit.swift
A lightweight approach to writing cross-platform code in SwiftUI without a lot of conditional compilation blocks
import SwiftUI
enum OSDocumentError: Error {
case unknownFileFormat
}
#if canImport(UIKit)
import UIKit