| MIT License | |
| Copyright (c) 2021 Daniel Ethridge | |
| Permission is hereby granted, free of charge, to any person obtaining a copy | |
| of this software and associated documentation files (the "Software"), to deal | |
| in the Software without restriction, including without limitation the rights | |
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the Software is | |
| furnished to do so, subject to the following conditions: |
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:
| #!/usr/bin/env bash | |
| set -uo pipefail | |
| IFS=$'\n\t' | |
| # | |
| # Improvements from dahjelle/pre-commit.sh: | |
| # - does not lint deleted files, | |
| # - lints all staged files before exiting with an error code, | |
| # - handles spaces and other unusual chars in file names. | |
| # |
| <!-- Maker Link by @levelsio --> | |
| <!-- MIT License --> | |
| <style> | |
| body { | |
| background:#333; | |
| } | |
| .levelsio-by { | |
| font-family:"Helvetica Neue",sans-serif; | |
| right:0; |
All of the below properties or methods, when requested/called in JavaScript, will trigger the browser to synchronously calculate the style and layout*. This is also called reflow or layout thrashing, and is common performance bottleneck.
Generally, all APIs that synchronously provide layout metrics will trigger forced reflow / layout. Read on for additional cases and details.
elem.offsetLeft,elem.offsetTop,elem.offsetWidth,elem.offsetHeight,elem.offsetParent
| alias gl="git log --graph --pretty=format:'%Cred%h%Creset -%C(yellow)%d%Creset %s %Cgreen(%cr) %C(bold blue)<%an>%Creset' --abbrev-commit" |
| /*! | |
| * Parse JavaScript SDK | |
| * Version: 1.3.2 | |
| * Built: Fri Nov 21 2014 16:31:10 | |
| * http://parse.com | |
| * | |
| * Copyright 2014 Parse, Inc. | |
| * The Parse JavaScript SDK is freely distributable under the MIT license. | |
| * | |
| * Includes: Underscore.js |
| <?php | |
| /* This is old, use https://github.com/tuupola/dbal-psr3-logger instead. */ | |
| namespace Doctrine\DBAL\Logging; | |
| class MonologSQLLogger implements SQLLogger { | |
| public $logger; | |
| public $sql = ""; |
