- Rendering Engine
- Support for Multiple Graphics APIs : OpenGL | Vulkan | DirectX12 | DirectX11 | Metal
- Content Export Pipeline : Create Maya/Max Plugins to export meshes based on Renderers needs. (Assimp Commercial Licence -> Pay)
- Texture Compression Libraries
- Material System : Artists Configure shaders, textures, parameters to import in game
- Game-side Manager of Models/Materials/Lights
- Good Visibility System (Frustum/Occlusion) (VisibilityBuffers?)
- Multi-Threded Submission System to reduce cost of submission to GPU
- Lighting/Shadow Rendering System
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| # To extract the sound from a video and save it as MP3: | |
| ffmpeg -i <video.mp4> -vn <sound>.mp3 | |
| # To convert frames from a video or GIF into individual numbered images: | |
| ffmpeg -i <video.mpg|video.gif> <frame_%d.png> | |
| # To combine numbered images (frame_1.jpg, frame_2.jpg, etc) into a video or GIF: | |
| ffmpeg -i <frame_%d.jpg> -f image2 <video.mpg|video.gif> | |
| # To quickly extract a single frame from a video at time mm:ss and save it as a 128x128 resolution image: |
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| #pragma once | |
| #include <stdint.h> | |
| // pcg32_next() implementation matches pcg_engines::oneseq_xsh_rr_64_32 | |
| // NOTE: use this only for compatibility with 32-bit architectures | |
| // otherwise prefer using pcg64.h implementation with 128-bit state | |
| typedef struct { |
Here's a list of mildly interesting things about the C language that I learned mostly by consuming Clang's ASTs. Although surprises are getting sparser, I might continue to update this document over time.
There are many more mildly interesting features of C++, but the language is literally known for being weird, whereas C is usually considered smaller and simpler, so this is (almost) only about C.
1. Combined type and variable/field declaration, inside a struct scope [https://godbolt.org/g/Rh94Go]
struct foo {
struct bar {
int x;
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| #!/bin/bash | |
| # | |
| # Created by: Westley K | |
| # Date: Aug 14, 2018 | |
| # | |
| # run this in your terminal, and | |
| # you will get nice colors and effects! | |
| # | |