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@rtryan98
rtryan98 / Graphics and Engine development.md
Last active February 13, 2026 07:03
Talks, Posts, Papers and more for Graphics and (Game) Engine Development
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active March 11, 2026 11:29
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:

@Wumpf
Wumpf / cfd.md
Last active February 3, 2026 09:54
Notes on CFD
@olibre
olibre / cpp_legacy_inheritance_vs_std_variant.md
Last active June 6, 2025 07:27 — forked from GuillaumeDua/cpp_legacy_inheritance_vs_std_variant.md
C++ legacy inheritance vs CRTP + std::variant
@d7samurai
d7samurai / .readme.md
Last active March 13, 2026 02:22
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Other gists in this series:

@983
983 / frag.glsl
Created November 14, 2015 09:39
hsv rgb conversion glsl shader
// because http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl is often down
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;