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@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:

@zayngdev
zayngdev / gist:2cca90cdcbcf036f4ae7a5d012388fda
Created July 13, 2019 16:26 — forked from aorjoa/gist:5fe0c46920f164990020
Gdisk for fixed MBR boot Mac OS (rEFIt)
$ sudo gdisk /dev/disk0
Password:
GPT fdisk (gdisk) version 1.0.1
Warning: Devices opened with shared lock will not have their
partition table automatically reloaded!
Partition table scan:
MBR: hybrid
BSD: not present
APM: not present
@slightfoot
slightfoot / rubber_range_picker.dart
Last active July 7, 2025 14:04
Rubber Range Picker - Based on https://dribbble.com/shots/6101178-Rubber-Range-Picker-Open-Source by Cuberto - 14th March 2019
import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:flutter/rendering.dart';
import 'package:flutter/scheduler.dart';
void main() => runApp(ExampleApp());
class ExampleApp extends StatelessWidget {
@override
@ditzel
ditzel / PhysicsHelper.cs
Created January 20, 2019 16:54
Unity Helper for Physic Functions
using UnityEngine;
namespace Ditzelgames
{
public static class PhysicsHelper
{
public static void ApplyForceToReachVelocity(Rigidbody rigidbody, Vector3 velocity, float force = 1, ForceMode mode = ForceMode.Force)
{
if (force == 0 || velocity.magnitude == 0)
import 'package:flutter/material.dart';
import 'dart:math' as math;
import 'dart:async';
void main() => runApp(new MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
@netsmertia
netsmertia / main.dart
Created May 4, 2018 13:53
flutter image drawing in canvas
import 'package:flutter/material.dart';
import 'dart:ui' as ui;
import 'package:flutter/services.dart' show rootBundle;
import 'dart:async';
import 'dart:typed_data';
void main() => runApp(new MyApp());
class MyApp extends StatelessWidget {
// This widget is the root of your application.
@aorjoa
aorjoa / gist:5fe0c46920f164990020
Created October 22, 2015 19:30
Gdisk for fixed MBR boot Mac OS (rEFIt)
$ sudo gdisk /dev/disk0
Password:
GPT fdisk (gdisk) version 1.0.1
Warning: Devices opened with shared lock will not have their
partition table automatically reloaded!
Partition table scan:
MBR: hybrid
BSD: not present
APM: not present
@ftvs
ftvs / CameraShake.cs
Last active February 22, 2026 20:02
Simple camera shake effect for Unity3d, written in C#. Attach to your camera GameObject. To shake the camera, set shakeDuration to the number of seconds it should shake for. It will start shaking if it is enabled.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
// Transform of the camera to shake. Grabs the gameObject's transform
// if null.
public Transform camTransform;
// How long the object should shake for.