This is a not great piece of code I've wrote few years ago (I didn't have better things to do when I was 17, apperantly),
when I was fiddling around with the V8 JS Engine. It doesn't work with newer versions of V8, since the library doesn't have a
stable API. Time, where I had time to fight with the depot_tools
and lackluster MSVC support for fun is long gone.
I've tried to redo this example once in the past, after I've got an email notification that someone got interested in stuff
that I've put on the net and have forgotten about. Toolset got even more picky than I remember it being and my attention
for personal programming projects drifted away somewhere else, so it's highly unlikely that I'll update it to the newer API.
But I'm leaving the code there, maybe someone will make good use of it.
<!-- | |
Go to Line 153 for the start of Uniform Buffer Object related code and intro | |
Prerequsite: | |
You at least know what uniforms are in the context of WebGL | |
and mininally understand the concepts involved in creating a square in WebGL | |
--> | |
<html> |
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
'Copyright 2020, Mauro H. Leggieri | |
' | |
'Permission is hereby granted, free of charge, to any person obtaining a copy of | |
'this software and associated documentation files (the "Software"), to deal in | |
'the Software without restriction, including without limitation the rights to | |
'use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies | |
'of the Software, and to permit persons to whom the Software is furnished to do | |
'so, subject to the following conditions: | |
' | |
'The above copyright notice and this permission notice shall be included in all |
# Cross toolchain configuration for using clang-cl. | |
set(CMAKE_SYSTEM_NAME Windows) | |
set(CMAKE_SYSTEM_VERSION 10.0) | |
set(CMAKE_SYSTEM_PROCESSOR AMD64) | |
set(CMAKE_C_COMPILER "/usr/bin/clang-cl-9") | |
set(CMAKE_CXX_COMPILER "/usr/bin/clang-cl-9") | |
set(CMAKE_LINKER "/usr/bin/lld-link-9") |
In this post I'm explaining the creation process for my latest tool rGuiIcons. It took me 7 days from tool design to release and I'm listing here how I lived it.
NOTE: I'm adding some details of my life during those days to better illustrate the time management and development, I think it could be interesting for the readers to see the big picture of it.
Earlier this year, by January-February, I decided to add a new feature to raygui, my immediate-mode gui library, I added icons support. I was in the process of developing some tools and I realized that custom icons could really make a difference and make the tools look way better.
import os | |
import re | |
import yaml | |
def parse_config(path=None, data=None, tag='!ENV'): | |
""" | |
Load a yaml configuration file and resolve any environment variables | |
The environment variables must have !ENV before them and be in this format | |
to be parsed: ${VAR_NAME}. |
#include "ofApp.h" | |
#include "SampleUtils.h" | |
#include "utils/ComboRenderPipelineDescriptor.h" | |
#include "utils/DawnHelpers.h" | |
#include "utils/SystemUtils.h" | |
#include "GLFW/glfw3.h" |