~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
https://donw.io
https://github.com/Celtoys/
m_values ??= [];
Short and concise. But uses features many years in the comparative future and just looks... noisy and context-dense.
m_values ??= [];
Short and concise. But uses features many years in the comparative future and just looks... noisy and context-dense.
vec3 cube_vertices_from_idx3(uint idx) {
return vec3(
(idx & 1) != 0 ? -16.0 : 16.0,
(idx & 2) != 0 ? -16.0 : 16.0,
(idx & 4) != 0 ? -16.0 : 16.0);
}
vec3 cube_vertices_from_idx3(uint idx) {
return vec3(
(idx & 1) != 0 ? -16.0 : 16.0,
(idx & 2) != 0 ? -16.0 : 16.0,
(idx & 4) != 0 ? -16.0 : 16.0);
}
Performance be damned: I shipped a game on a 33MHz PS1 where 70% of the entire codebase was our (slowly) interpreted scripting langauge. I can easily scale this shit.
Performance be damned: I shipped a game on a 33MHz PS1 where 70% of the entire codebase was our (slowly) interpreted scripting langauge. I can easily scale this shit.