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#!/usr/bin/env python3
import librosa
import numpy as np
from pathlib import Path
import pandas as pd
class WaveFile(object):
filename = None
@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

@ceeac
ceeac / subject.c
Created July 12, 2019 07:13
Boomerang v0.5.0 output for dmi/cfg test file
int main(int argc, char *argv[]);
void basic_1_if(__size32 param1);
void basic_2_if_else(__size32 param1);
void basic_3_if_elseif(int param1);
void basic_4_if_elseif_else(__size32 param1);
void basic_5_head_controlled_loop(__size32 param1);
void basic_6_tail_controlled_loop(__size32 param1);
void basic_7_for_loop();
void basic_8_forever_loop(__size32 param1);
void basic_9_dead_block();
@alexander-hanel
alexander-hanel / yolo.py
Last active January 17, 2020 03:40
old and new names in idc.py (in progress)
import re
import sys
import os
def load_apis():
new_old_apis = [
# start of changes for idc.py
("hasValue", "has_value"),
("byteValue", "byte_value"),
("isLoaded", "is_loaded"),
@jimmyfrasche
jimmyfrasche / xr.md
Created August 18, 2017 01:31
Sum types experience report

Interfaces only allow you to model based on method set and they are, by design, open. Any type that satisfies the interface, satisfies the interface. They share some similarities to sum types, but, as far as they do, they are, essentially, infinite sums. While this often desired, there are times when you need to limit the options to a closed set of types.

There's no direct way in Go to say "these types, even though they share no methods in common". You have to use an interface{}, which says nothing—even though you know exactly what you want to say. You have to handle an invalid case at runtime.

There's no direct way to specify only the types in this package. Using an interface with an unexported "tag" method gets you part of the way. There's still nil and embedding and, at every point, those need to be dealt with—or, all too often, ignored.

These cases can lead to trivial errors that could be caught by the compiler, but instead need to be handled by defensive coding and extensive testing. Defensive codin

@tkrajina
tkrajina / unmarshal_interface.go
Last active October 29, 2024 03:30
Unmarshal JSON to specific interface implementation
package main
import (
"encoding/json"
"fmt"
"reflect"
)
type Something interface{}
@cryzed
cryzed / fix-infinality.md
Last active August 31, 2024 13:05
A set of instructions on how to fix the harfbuzz + Infinality issue and restoring good-looking, Infinality-like font rendering.

Disclaimer: Please follow this guide being aware of the fact that I'm not an expert regarding the things outlined below, however I made my best attempt. A few people in IRC confirmed it worked for them and the results looked acceptable.

Attention: After following all the steps run gdk-pixbuf-query-loaders --update-cache as root, this prevents various gdk-related bugs that have been reported in the last few hours. Symptoms are varied, and for Cinnamon the DE fails to start entirely while for XFCE the icon theme seemingly can't be changed anymore etc.

Check the gist's comments for any further tips and instructions, especially if you are running into problems!

Screenshots

Results after following the guide as of 11.01.2017 13:08:

/*
* LD_PRELOAD shim which applies two patches necesary to get the game
* Divinity: Original Sin Enhanded Edition for Linux to work with Mesa (12+)
*
* Build with: gcc -s -O2 -shared -fPIC -o divos-hack.{so,c} -ldl
*/
/* for RTLD_NEXT */
#ifndef _GNU_SOURCE
#define _GNU_SOURCE
@myusuf3
myusuf3 / delete_git_submodule.md
Created November 3, 2014 17:36
How effectively delete a git submodule.

To remove a submodule you need to:

  • Delete the relevant section from the .gitmodules file.
  • Stage the .gitmodules changes git add .gitmodules
  • Delete the relevant section from .git/config.
  • Run git rm --cached path_to_submodule (no trailing slash).
  • Run rm -rf .git/modules/path_to_submodule (no trailing slash).
  • Commit git commit -m "Removed submodule "
  • Delete the now untracked submodule files rm -rf path_to_submodule
@BastienClement
BastienClement / gist:b34f14dd93381498a7a1
Created June 17, 2014 17:20
The CASC (Content Addressable Storage Container) Filesystem
---------------------------------------------------------------------
| The CASC (Content Addressable Storage Container) Filesystem |
| Warlords of Draenor Alpha, Build 6.0.1.18125 |
| Written April 14th, 2014 by Caali |
| Version 1.2 |
---------------------------------------------------------------------
Distribution and reproduction of this specification are allowed without
limitation, as long as it is not altered. Quotation in other works is
freely allowed, as long as the source and author of the quote are stated.