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david.parrott : development   1972

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JetBrains Mono: A free and open source typeface for developers | JetBrains: Developer Tools for Professionals and Teams
Try JetBrains Mono in your IDE. Its simple forms and attention to every detail make coding a nice experience for developers’ eyes, no matter which IDE you choose.
development  font  programming  typography 
24 days ago by david.parrott
Brian Rasmussen - What the game industry taught me about performance | Øredev 2019 on Vimeo
Modern games push the hardware to its limits. In this talk we look at some of the techniques used in games and how these ideas map to the world of .NET development.
dotnet  development  programming  performance  simd 
5 weeks ago by david.parrott
Gamedev Tutorials Series | Ming-Lun "Allen" Chou | 周明倫
Here is a list of fundamental tutorials on video game math, physics, and programming. If you like these tutorials, please considering supporting me on Patreon,
programming  3d  graphics  development  tutorial  maths 
5 weeks ago by david.parrott
"16 Shades of Grey" - Building a Psion/EPOC32 Emulator | Ninji's Website
In which I build WindEmu, an emulator for the Psion Series 5mx (a PDA from 1999 running EPOC - the OS that would become Symbian), over the course of just over a week, without access to the actual hardware. Yet another cursed project.
psion  arm  emulation  emulator  programming  development 
7 weeks ago by david.parrott
NES Emulation: The Good, The Bad, and The Tedious
I entered the world of emulator development, starting with the NES.
emulation  nes  rust  nintendo  emulator  programming  development 
7 weeks ago by david.parrott
Writing a CHIP-8 emulator with Rust and WebAssembly
Over the past couple of months I’ve been exploring the potential of WebAssembly. I wanted to try my hand at creating a more complex WebAssembly application, which is why I’ve been spending my evenings working on a CHIP-8 emulator ... and learning Rust!
emulator  rust  emulation  chip8  programming  development 
7 weeks ago by david.parrott
samples/core/tutorials/Unloading at master · dotnet/samples
Sample code and snippets used in the .NET documentation - dotnet/samples
c#  dotnetcore  programming  development  plugin 
october 2019 by david.parrott
How to use and debug assembly unloadability in .NET Core | Microsoft Docs
Learn how to use collectible AssemblyLoadContext for loading and unloading managed assemblies and how to debug issues preventing the unloading success.
c#  dotnetcore  programming  development  plugin 
october 2019 by david.parrott
A plugin system with .NET Core
A lightweight commenting system using GitHub issues.
c#  dotnetcore  programming  development  plugin 
october 2019 by david.parrott
The Total Beginner's Guide to Game AI - Artificial Intelligence - GameDev.net
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game AI’ for short) so that you can understand what tools are available for approaching your AI problems, how they work together, and how you might start to implement them in the language or engine of your choice.
ai  gamedev  games  programming  development 
october 2019 by david.parrott
Custom Binary Serialization in C#
A method for serializing unmanaged C# types into a binary format. Very fast and allocates as little memory as possible.
c#  dotnet  dotnetcore  binary  serialization  development  programming 
september 2019 by david.parrott
Converting between Structs and Byte Arrays – GameDev<T>
When considering high performance networking - or fast file IO - fast methods for converting between structs and byte arrays can come in very handy.
c#  dotnet  programming  development  memory  gamedev 
august 2019 by david.parrott
How to use Span<T> and Memory<T> - Antão Almada - Medium
GitHub is where people build software. More than 27 million people use GitHub to discover, fork, and contribute to over 80 million projects.
c#  dotnet  dotnetcore  programming  development  memory 
august 2019 by david.parrott
Job Talle | Evolving Lindenmayer systems
Lindenmayer systems have been developed to model plant growth. An evolutionary algorithm can be used to simulate plant evolution using L-systems. The systems themselves represent DNA, while the structures they produce represent plants. This technique gives rise to interesting yet familiar plant-like structures.
ai  development  programming  gamedev  algorithm 
august 2019 by david.parrott
Job Talle | Convolutional textures
Self-updating textures can be used to achieve impressive visual effects using the GPU. In this article I demonstrate four interactive applications of this technique, ranging from simple cellular automata to displacing vegetation and simulating waves in a body of water.
art  development  gamedev  programming  graphics  algorithm 
august 2019 by david.parrott
Job Talle | Simulated ecosystems
Ecosystems can be simulated to observe and understand their behaviour. In a closed ecosystem, nothing enters or leaves the system from the outside world. I simulate and explore such a system in this article, and I discuss its real world similarities and applications.
ai  development  programming  simulation  algorithm 
august 2019 by david.parrott
Job Talle | Swarm behaviour
Swarm behaviour can be simulated using a few simple rules. Implementing these rules enables us to simulate flocking birds, schooling fish and swarming crowds. In this article, I walk through the process of implementing this algorithm.
ai  development  programming  algorithm 
august 2019 by david.parrott
Job Talle | Lindenmayer systems
Lindenmayer systems (or L-systems) can be used to produce intricate patterns by repeatedly applying production rules. Rendering these systems results in interesting fractals that can be useful in procedural generation. A method for rendering 3D Lindenmayer systems is demonstrated.
ai  development  programming  algorithm 
august 2019 by david.parrott
Job Talle | 2D platformer physics
In this tutorial I walk through the process of writing a simple grid based platformer in javascript. The result is a universal platform physics engine suitable for any platformer. This implementation uses edge collisions instead of cell collisions, which allows for more compact level design.
ai  development  game  programming  gamedev  physics  algorithm 
august 2019 by david.parrott
Job Talle | Cubic noise
Coherent random noise can be used to create a great variety of effects. The algorithm for generating cubic noise is explained. An interactive cubic noise generator is included, as well as a procedural terrain generator.
ai  art  development  game  programming  gamedev  graphics  algorithm 
august 2019 by david.parrott
How to store a password on Windows? - Meziantou's blog
In the previous post, I wrote about storing a password in order to be able to authenticate a user. In this post the idea is to store a password on the local machine to avoid entering it every time. For instance, you don't want to always enter your credentials everytime you use OneNote. So, you need to save the password and be able to read it later. If you remind my previous post about cryptography, you…
dotnet  windows  security  development 
july 2019 by david.parrott
Setting tab stops in a Windows Forms TextBox control - Articles and information on C# and .NET development topics • Cyotek
The Windows Forms `TextBox` control doesn't offer an out of the box method for setting tabstops within the control,
this article describes how to achieve this via p/invoke.
winforms  c#  pinvoke  dotnet  windows  development  programming 
may 2019 by david.parrott
GB Studio
A free and easy to use retro adventure game creator for your favourite handheld video game system.
retro  game  development  nintendo  gameboy  emulation  emulator 
april 2019 by david.parrott
Git commands for code detectives
Short collection of handy git commands helpful for debugging undocumented systems
git  programming  development  sourcecontrol 
march 2019 by david.parrott
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