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Gitignore.io - Create useful .gitignore files for your project. Game Programming Patterns. Hey, Game Developer!

Game Programming Patterns

Do you struggle to make your code hang together into a cohesive whole? Find it harder to make changes as your codebase grows? Feel like your game is a giant hairball where everything is intertwined with everything else? Wonder if and how design patterns apply to games? Hear things like “cache coherency” and “object pools”, but don’t know how to use them to make your game faster? The Little Grasshopper. Homage to Structure Synth Some fun with Python, L-Systems, and RenderMan.

The Little Grasshopper

This is a follow-up to a post I wrote exactly one year ago, Mesh Generation with Python. WebGL Extension Viewer Convenient little page that lists the WebGL extensions your browser supports, along with hyperlinks to the specification documents for each extension. Deep Opacity Maps. Proj. Google/liquidfun. Godot Engine. Is `git pull` the least problematic way of updating a git repository. SweetFX Shader Suite release and discussion thread. This is the official release thread for SweetFX.

SweetFX Shader Suite release and discussion thread

Current version is 1.3 You can download it here on Guru3D's mirrors, or on dropcanvas. It's also on Skyrim nexus (where you can also find older versions). On Dropcanvas you can also find versions of my shaders that will work with Media Player Classic so you can use them to improve movie watching as well. I'll be posting new releases here and you can discuss SweetFX and share settings here too (use the code tag and optionally the spoiler tag when posting settings).

News and links There is a great SweetFX Borderlands 2 specific guide on youtube by TheAdipose. SweetFX Settings Database.

C/C++

Misc / Articles. GPU Utilities, OpenGL Benchmarks, 3D Programming Tutorials, FurMark, FluidMark, TessMark, GPU Caps Viewer. GPU Gems 3 - Chapter 1. Generating Complex Procedural Terrains Using the GPU. GPU Gems 3 is now available for free online!

GPU Gems 3 - Chapter 1. Generating Complex Procedural Terrains Using the GPU

Please visit our Recent Documents page to see all the latest whitepapers and conference presentations that can help you with your projects. You can also subscribe to our Developer News Feed to get notifications of new material on the site. Chapter 1. Generating Complex Procedural Terrains Using the GPU Ryan Geiss NVIDIA Corporation 1.1 Introduction Procedural terrains have traditionally been limited to height fields that are generated by the CPU and rendered by the GPU. 1.2 Marching Cubes and the Density Function. 3D Tech News and Pixel Hacking - Geeks3D.com.

Let's Build a Compiler. A Programmer's Guide to Data Mining. Introduction à la rétro-ingénierie de binaires. Introduction Dans le domaine de l'informatique, et plus précisément celui de la programmation, nous développons et utilisons des programmes.

Introduction à la rétro-ingénierie de binaires

Lorsque nous en écrivons le code source, nous avons généralement besoin de passer, parmi ces deux étapes, par l'une d'entre elles : Interpréter le code source à l'aide d'un programme appelé interprêteur ouCompiler le code source en langage machine pour que celui-ci soit compréhensible directement par notre processeur. ARM immediate value encoding. The ARM instruction set encodes immediate values in an unusual way.

ARM immediate value encoding

It's typical of the design of the processor architecture: elegant, pragmatic, and quirky. Despite only using 12 bits of instruction space, the immediate value can represent a useful set of 32-bit constants. What? Perhaps I should start with some background. Machine code is what computer processors run on: binary representations of simple instructions. Each data processing instruction can work with several combinations of operands. A successful Git branching model.

In this post I present the development model that I’ve introduced for some of my projects (both at work and private) about a year ago, and which has turned out to be very successful.

A successful Git branching model

I’ve been meaning to write about it for a while now, but I’ve never really found the time to do so thoroughly, until now. I won’t talk about any of the projects’ details, merely about the branching strategy and release management. It focuses around Git as the tool for the versioning of all of our source code. Git Cheatsheet. Stash workspace index local repository upstream repository status Displays: <br>• paths that have differences between the index file and the current <code>HEAD</code> commit, <br>• paths that have differences between the workspace and the index file, and <br>• paths in the workspace that are not tracked by git. diff Displays the differences not added to the index. diff commit or branch View the changes you have in your workspace relative to the named <em>commit</em>.

Git Cheatsheet

Git - the simple guide - no deep shit! Git - the simple guide just a simple guide for getting started with git. no deep shit ;) by Roger Dudler credits to @tfnico, @fhd and Namics this guide in deutsch, español, français, indonesian, italiano, nederlands, polski, português, русский, türkçe, မြန်မာ, 日本語, 中文, 한국어 Vietnamese please report issues on github setup Download git for OSX.

git - the simple guide - no deep shit!

GitStats - git history statistics generator. How to Create Your Own Git Server. Although I'm a happy (also paying) user of GitHub's offerings, there are times when I prefer to host a private repository on a server I control.

How to Create Your Own Git Server

Setting up your own Git server can be useful if you're isolated from the public internet, if you're subject to inflexible regulations, or if you simply want features different from those offered by GitHub (and other similar providers). Setting up a Git server on a Unix (Linux, Mac OS X, *BSD, Solaris, AIX) machine isn't difficult, but there are many details to observe. Here is a complete guide. Game Development Community.

Gamedev - linuxfr. Conception de jeux vidéos. Red Blob Games. Polygonal Map Generation for Games. I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure.

Procedural Content Generation Wiki.

Physics / Lights engines

Librairies/Frameworks/Langages. OpenGL. Ressources.