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Pull the norns repository
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Make symbolic links from norns sc folders -> SuperCollider Extensions folder:
ln -s ~/Developer/monome/norns/sc/core ~/Library/Application\ Support/SuperCollider/Extensions/monome-norns-core
ln -s ~/Developer/monome/norns/sc/engines ~/Library/Application\ Support/SuperCollider/Extensions/monome-norns-engines
ln -s ~/Developer/monome/norns/sc/ugens ~/Library/Application\ Support/SuperCollider/Extensions/monome-norns-ugens
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Make symlinks to Norns community repos e.g.
ln -s ~/Developer/monome/we/ ~/Library/Application\ Support/SuperCollider/Extensions/monome-we
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Make symlinks for custom engine development
# db/migrate/20200119064500_add_position_column_to_active_storage_attachments.rb | |
class AddPositionColumnToActiveStorageAttachments < ActiveRecord::Migration[6.0] | |
def change | |
add_column :active_storage_attachments, :position, :integer, default: 0 | |
end | |
end |
Context:
https://web.archive.org/web/20180705002109/https://pplux.github.io/why_px_render.html
bgfx records render commands in global variables (or thread local variables), making impossible to use a task-based scheduler if you want to split your render between different tasks that might be executed from different threads.
bgfx does support submission from multiple threads via bgfx::Encoder interface:
I'm about to share with you the most important piece of knowlege that's been passed down generation to generation through millennia in the Canary Islands: the recipe of Mojo Picón.
This secret sauce is known to have beneficial effects on your health and it instantly improves any food. It doesn't really matter what other food you add to your Mojo, but it is usually combined with "Papas arrugás" because they are cheap and readily available and also have magical properties when prepared
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
For a brief user-level introduction to CMake, watch C++ Weekly, Episode 78, Intro to CMake by Jason Turner. LLVM’s CMake Primer provides a good high-level introduction to the CMake syntax. Go read it now.
After that, watch Mathieu Ropert’s CppCon 2017 talk Using Modern CMake Patterns to Enforce a Good Modular Design (slides). It provides a thorough explanation of what modern CMake is and why it is so much better than “old school” CMake. The modular design ideas in this talk are based on the book [Large-Scale C++ Software Design](https://www.amazon.de/Large-Scale-Soft
- Seamless interop with C/C++
- Reasonable Binary sizes (Dead Code Elimination)
- Memory/CPU Efficient
- Cache efficient data structures
- Deterministic performance characteristics (Optional GC)
- Simple interpreter for restricted platforms (iOS, etc.)
- REPL and hot code reloading (interpreted and native)
(import [UnityEditor RagdollBuilder]) | |
;-) | |
(defn- invoke-private [obj meth & args] | |
(.Invoke | |
(.GetMethod | |
(type obj) meth | |
(enum-or BindingFlags/Instance | |
BindingFlags/NonPublic)) | |
obj |