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@KodrAus
KodrAus / Profile Rust on Linux.md
Last active March 12, 2026 22:23
Profiling Rust Applications

Profiling performance

Using perf:

$ perf record -g binary
$ perf script | stackcollapse-perf.pl | rust-unmangle | flamegraph.pl > flame.svg

NOTE: See @GabrielMajeri's comments below about the -g option.

@egmontkob
egmontkob / Hyperlinks_in_Terminal_Emulators.md
Last active July 13, 2026 23:37
Hyperlinks in Terminal Emulators
@hillin
hillin / integrating-fastbuild-with-ue4.md
Last active March 4, 2025 12:42
Integrating FASTBuild with Unreal Engine 4

FASTBuild is an open-source distributed build system, which could be a free alternative to Incredibuild. Unreal Engine 4 (UE4) does not support FASTBuild natively, however it's not hard to integrate it manually.

Integrate FASTBuild with UE4

Install FASTBuild

We assume you already have the full UE4 source code. First you'll need to grab the latest FASTBuild tools from here. We use v0.93 Windows x64 version in this tutorial. Download it and extract all the files. Here you have several choices:

  • Place the files under any folder which could be found with your system's PATH environment variable. To see where these folders are, run the PATH command in a command prompt window;
  • Place the files under the Engine\Binaries\ThirdParty\FASTBuild folder of your engine. This is the recommended place;
  • Place the files anywhere you like. This is not recommended because you'll have to hard-code the path later.

⚠️ this is now stupidly out of date

Computers

  • 13" Macbook Pro 3.3 GHz i7 (late 2016)
  • Microsoft Surface Book (2016)

Peripherals

@Pathoschild
Pathoschild / stardew-mod-recommendations.md
Last active July 27, 2026 07:28
Stardew Valley mod recommendations

Here are the mods I recommend. These are all compatible with the latest versions of SMAPI and Stardew Valley on Linux/macOS/Windows. See the player's guide to using mods if you're interested.

Base frameworks

Generating Procedural Game Worlds with Wave Function Collapse

Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.

sprites

The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti

@antonkudin
antonkudin / logoAssembler.cs
Last active May 2, 2019 10:34
MegaSphere logo assembler
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class logoAssembler : MonoBehaviour {
[SerializeField] bool debugMe;
[SerializeField] bool remakePixels;
[SerializeField] bool autoPlay;
[SerializeField][Range(0,10)] float autoDur = 10;
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 21, 2026 00:23
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:

@Kestrer
Kestrer / how-to-write-hygienic-macros.md
Created October 17, 2020 05:35
A guide on how to write hygienic Rust macros

How to Write Hygienic Rust Macros

Macro hygiene is the concept of macros that work in all contexts; they don't affect and aren't affected by anything around them. Ideally all macros would be fully hygienic, but there are lots of pitfalls and traps that make it all too easy to accidentally write unhygienic macros. This guide attempts to provide a comprehensive resource for writing the most hygienic macros.

Understanding the Module System

First, a little aside on the details of Rust's module system, and specifically paths; it is