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State of Roblox graphics API across all platforms, with percentage deltas since EOY 2017. Updated December 17 2018

Windows

API Share
Direct3D 11+ 80% (+3%)
Direct3D 10.1 10% (-1%)
Direct3D 10.0 8% (-1%)
Direct3D 9 2% (-1%)
/* ===========================================================================
*
* LIBRARY
*
* =========================================================================== */
/* Proof of Concept GUI:
* - PoC UI implementation in ~2.5kLOC of C89 (ANSI C)
* => Core solutions has no external dependencies (removing standard library dependency is trival)
* => Does not use or require any special language constructs or macro constructs just pointers and enums
* - Combines both "retained" and "immediate mode" UI by providing control over update frequency
// This assumes the occluder AABB and camera position are in the same space.
// You can either then transform the planes into world space, or transform the
// box verts and camera pos into world space before building the planes, but
// after finding the silhouette.
int makeOccluderPlanes(Vec4 planes[9], Vec3 bmin, Vec3 bmax, Vec3 camPos)
{
static const uint8_t s_silhouettes[43][6] = {
{ }, // 0
{ 0, 4, 6, 2 }, // 1: -x
{ 1, 3, 7, 5 }, // 2: +x
@aras-p
aras-p / GraphicsCapsGLES.h
Created April 26, 2015 07:56
Part of runtime flags that kick in different things on our GL implementaton
int maxAASamplesConst; // gles2 img/apple/ext extensions all use different constants (facepalm)
int halfConst; // gles2 and gles3 have different constants for half float type
int texSRGBAConst; // gles2 (without 'internal format' ext) and gles3 have different constants for SRGB RGBA texture type
int texSRGBConst; // gles2 (without 'internal format' ext) and gles3 have different constants for SRGB RGB texture type
int etcFormatConst; // gles2/gles3 have different standard etc formats
bool isPvrGpu;
bool isMaliGpu;
bool isAdrenoGpu;
bool isTegraGpu;
@gafferongames
gafferongames / delta_compression.cpp
Last active July 31, 2024 22:29
Delta Compression
/*
Delta Compression by Glenn Fiedler.
This source code is placed in the public domain.
http://gafferongames.com/2015/03/14/the-networked-physics-data-compression-challenge/
*/
#include <stdint.h>
#include <stdio.h>
#include <assert.h>
#include <string.h>