bitmappers-companion
UnityCsReference
bitmappers-companion | UnityCsReference | |
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4 | 58 | |
39 | 11,433 | |
- | 1.2% | |
8.6 | 7.2 | |
over 2 years ago | 7 days ago | |
Rust | C# | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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bitmappers-companion
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Finding Your Home in Game Graphics Programming
Check out my free open source book "A bitmappers companion" its a reference book about 2d graphics algorithms with code examples in Rust. https://github.com/epilys/bitmappers-companion
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rlr: pixel screen ruler and protractor
I'm glad :) For what it's worth, I came to need this when I wanted to compare the X-height of two fonts for a book I'm writing from the PDF so that I could scale them to be equal; that way mixing different fonts in the same piece of text looks better.
- A Bitmapper's Companion: In progress reference book about introductory raster graphics algorithms I'm writing with code examples in Rust! Open source code (Rust + LaTeX) and the content is Creative Commons. PDF available
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Drawing the Z-order curve - page spread from an open source reference book about bitmap graphics I'm making
And here's the github repository for the book and code
UnityCsReference
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Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
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Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
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Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
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Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
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Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
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Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
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Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
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Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
What are some alternatives?
zine - Zine - a simple and opinionated tool to build your own magazine.
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
katex-rs - Rust bindings to KaTeX
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
rlr - interactive pixel screen ruler and protractor
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
kitkat - Kit-kat clock utility rewritten in Rust using minifb
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
astc-encoder - The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format.
book-two - Рассказ о зебре и птице-секретаре
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI