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Knuth on GOTO http://www.kohala.com/start/papers.others/knuth.dec74.html
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cool lisp editor written in clojure https://github.com/illiichi/orenolisp/tree/master/src/orenolisp
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bgfx clustered renderer https://github.com/pezcode/Cluster
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Apple's USDZ schemas https://developer.apple.com/documentation/arkit/usdz_schemas_for_ar
Siggraph Highlights
A Deep Dive into Universal Scene Description and Hydra
Universal Scene Description has enjoyed a huge uptick in support, due to integration in DCC apps such as Houdini, and Apple building the RealityKit pipeline around it.
Hydra offers a render abstraction that allows evaluating many renderers
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| # release monolithic | |
| cmake -G "Visual Studio 15 2017 Win64" ..\..\src\USD -DCMAKE_INSTALL_PREFIX=c:\build\usd-install -DPXR_BUILD_TESTS=OFF -DPXR_BUILD_IMAGING=OFF -DPXR_BUILD_USD_IMAGING=OFF -DPXR_BUILD_USDVIEW=OFF -DPXR_ENABLE_GL_SUPPORT=OFF -DPXR_ENABLE_PYTHON_SUPPORT=OFF -DPXR_ENABLE_HDF5_SUPPORT=OFF -DPXR_ENABLE_PTEX_SUPPORT=OFF -DPXR_BUILD_MONOLITHIC=ON -DCMAKE_SYSTEM_PREFIX_PATH="c:\src\third-party\tbb\tbb_2018.2.185\x64-windows;c:\src\third-party\boost\boost_1.66\windows-vs2017;c:\src\third-party\boost\boost_1.66\windows-vs2017\lib\Win64" -DBoost_PROGRAM_OPTIONS_LIBRARY=c:\src\third-party\boost\boost_1.66\windows-vs2017\lib\Win64\libboost_program_options-vc150-mt-x64-1_66.lib -DBoost_USE_STATIC_LIBS=ON | |
| # simplified release monolithic | |
| cmake -G "Visual Studio 15 2017 Win64" ..\meshula-USD -DCMAKE_INSTALL_PREFIX=c:\projects\install\ | |
| -DPXR_BUILD_TESTS=ON -DPXR_BUILD_IMAGING=OFF -DPXR_BUILD_USD_IMAGING=OFF -DPXR_BUILD_USDVIEW=OFF\ | |
| -DPXR_ENABLE_GL_SUPPORT=OFF -DPXR_ENABLE_PYTHON_SUPPORT=OFF -DPXR_ENABL |
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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_ ) |
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| #include <any> | |
| #include <cmath> | |
| #include <imgui.h> | |
| #include <imgui_internal.h> | |
| #include "NodeGraph.hpp" | |
| namespace | |
| { |
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| --- labfx version 1.0 | |
| name: Deferred Example | |
| version: 1.0 | |
| -------------------------------------------------------------------------------- | |
| buffer: gbuffer |
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| from os import walk | |
| import os, errno | |
| import subprocess | |
| sevenzip="7z.exe" | |
| src="C:/Downloads/UnzippedRPMDirectory" | |
| dir = os.getcwd() | |
| files = [] |
Landru is a reactive state machine oriented scripting language.
It was developed as a teaching aid for a game programming class for children. It turns out that it's really handy for rapidly prototyping games and interfaces.
Landru is compiled, either to byte code, or vectors of C++ lambdas.
Comments are C++ style.
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| int main() | |
| { | |
| uint64_t test_hours = 2; | |
| uint64_t test_minutes = 43; | |
| uint64_t test_seconds = 32; | |
| uint64_t test_frames = 3; | |
| std::cout << "EXPECTED: " << test_hours << ":" << test_minutes << ":" << test_seconds << ":" << test_frames << std::endl; | |
| double hr_ms = test_hours * 60 * 60 * 1000; |
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| # iOS tool chain. there is an android one as well | |
| # https://github.com/SFML/SFML/blob/master/cmake/toolchains/iOS.toolchain.cmake | |
| if(FANCY_FOUND) | |
| add_library(Fancy::Base STATIC IMPORTED) | |
| set_target_properties(Fancy::Base PROPERTIES IMPORTED_CONFIGURATIONS "Debug;Release") | |
| set_target_properties(Fancy::Base PROPERTIES IMPORTED_LOCATION_RELEASE ${Fancy_LIBRARIES}) | |
| set_target_properties(Fancy::Base PROPERTIES IMPORTED_LOCATION_DEBUG ${Fancy_DEBUG_LIBRARIES}) |