- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #include <iostream> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| #include <unistd.h> | |
| #include <opencv2/imgproc/imgproc.hpp> | |
| #include <opencv2/highgui/highgui.hpp> | |
| #include <X11/Xlib.h> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /** | |
| * K.jpg's OpenSimplex 2, smooth variant ("SuperSimplex") | |
| * | |
| * More language ports, as well as legacy 2014 OpenSimplex, can be found here: | |
| * https://github.com/KdotJPG/OpenSimplex2 | |
| */ | |
| public class OpenSimplex2S { | |
| private static final long PRIME_X = 0x5205402B9270C86FL; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #include <iostream> | |
| #include <SDL.h> | |
| using namespace std; | |
| int main() { | |
| if(SDL_Init(SDL_INIT_VIDEO) != 0) { | |
| std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl; | |
| return 1; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #ifndef PLATFORM | |
| #define PLATFORM | |
| #define GCC_COMPILER 1 | |
| #define MVSC_COMPILER 2 | |
| #define ICC_COMPILER 3 | |
| #define BORLAND_COMPILER 4 | |
| #define LINUX 1 | |
| #define WINDOWS 2 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| import discord | |
| import asyncio | |
| import speech_recognition as sr | |
| from threading import Thread | |
| # bot token and wit.ai api key | |
| TOKEN = "" | |
| WIT_AI_KEY = "" | |
| # we need a sink for the listen function, so we just define our own |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #include <assert.h> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <X11/Xlib.h> /* of course */ | |
| #include <X11/Xutil.h> /* duuuh */ | |
| #include <sys/ipc.h> | |
| #include <sys/shm.h> | |
| #include <X11/extensions/XShm.h> /* obviously */ |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| # This is a basic workflow to help you get started with Actions | |
| # workflow - цепочка действий | |
| # Имя процесса Билдится на всех типах 📦 🐍 | |
| name: CMake Build Matrix | |
| # Controls when the action will run. Triggers the workflow on push | |
| on: | |
| push: | |
| pull_request: | |
| release: |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // ln.c | |
| // | |
| // simple, fast, accurate natural log approximation | |
| // when without <math.h> | |
| // featuring * floating point bit level hacking, | |
| // * x=m*2^p => ln(x)=ln(m)+ln(2)p, | |
| // * Remez algorithm | |
| // by Lingdong Huang, 2020. Public domain. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| extends KinematicBody2D | |
| export var move_speed = 200.0 | |
| var velocity := Vector2.ZERO | |
| export var jump_height : float | |
| export var jump_time_to_peak : float | |
| export var jump_time_to_descent : float |
OlderNewer