Handmade Hero is an ongoing project by Casey Muratori to create a complete, professional-quality game accompanied by videos that explain every single line of its source code. The series began on November 17th, 2014, and is estimated to run for at least 600 episodes. Programming sessions are limited to one hour per weekday so it remains manageable for people who practice coding along with the series at home.
Photo editing software today is painfully inefficient for photographers taking several hundreds or thousands of pictures on an event. SilverNode will take away frustration, and give you back the freedom to shoot photos, without worrying about editing them.
We want SilverNode to …
- be an extremely fast photo editor on every computer.
- have an elegant workflow.
- predict your desired edit settings by learning your style.
- produce high-quality photos.
- be intuitive, yet powerful.
Other remarkable aspects and features:
- Take away as much of the repetitiveness of editing photos (by leveraging ML-based techniques), and therefore bringing the creative aspect back.
- Carefully written job system that keeps the user interface always responsive while keeping your hardware busy.
- Additional Vim-style keybindings that allow for little-to-no-mouse editing and navigating your RAW photos.
- Additional Blender-style bindings to allow for an alternative way of editi...
Handmade Math is a simple, easy-to-use math library for games and graphics programming. It's a single header file, so it's easy to include in your project. It is fully compatible with C, but if you're using C++, you'll get operator overloading as well. The types are plain old data, and there's no object-oriented madness in your way. It's just math!
Handmade Math has support for vectors, matrices, and quaternions. It supports all arithmetic operations for those types, plus common graphics features like projection matrices and LookAt.
Handmade Math is under active development, so if you have any suggested features or improvements, please make an issue on the project's GitHub repository.
The stb libraries are a collection of single-file header-file libraries for C/C++
in the public domain, primarily aimed at game developers. They are designed to be easy to integrate, easy to use, and easy to release. Some libraries are bread-and-butter (image file loading), some are deeply esoteric (level generation).
4coder differentiates from other editors by focusing on powerful C/C++ customization and extension, and ease of cross platform use. This means that 4coder greatly reduces the cost of creating cross platform development tools such as debuggers, code intelligence systems. It means that tools specialized to your particular needs can be programmed in C/C++ or any language that interfaces with C/C++, which is almost all of them.
In other words, 4coder is attempting to live in a space between an IDE and a power editor such as Emacs or Vim.
raylib is a simple and easy-to-use library to enjoy videogames programming.
raylib project started as a personal need as a teacher, I needed a simple library to teach videogames development to young people with artistic profile, most of them had never written a single line of code. I decided to start with C because I consider very important to understand the roots of programming and how things really work in the background. I was looking for a simple C library for videogames programming but none in the market fit my needs and my teaching methodology, so, I decided to create my own: raylib.
raylib has been used with more than 1000 students with amazing results. All of them have learnt the basis of videogames programming, including the videogames working mechanisms: game life cycle, screens management, resources loading/unloading, variables updating, frame elements drawing, collisions detection and response, etc.
RemedyBG is a 64-bit Windows debugger written from scratch with the goal of replacing the behemoth Visual Studio debugger.
Formerly, the idea was to integrate RemedyBG into the Vim text editor. However, doing so has slowed down development due to Vim's underpowered scripting language Vimscript (I'm no Tim Pope) along with how integrating external C-code was done (through Vim 8's jobs feature and through stdin/stdout/stderr -- ouch). I finally decided to ditch Vim (for this project, not as a text editor!) and render text windows in the debugger, instead. This also gives me the flexibility of rendering some interesting things like control flow arrows and so forth.
I, for one, fully support the handmade philosophy: RemedyBG doesn't use any third-party libraries (*). This includes Window's own Debug Help Library (DbgHelp), Debugger Engine (DbgEng), or even a library for reading symbol files (PDBs). I played around with these libraries to judge their effectiveness. Yes, using them ...
An operating system I've been writing since ~June 2017.
Although it's a long shot (and very optimistic), I ultimately intend it to replace Linux and Windows as a desktop operating system.
Nirion is a 2D action adventure game blending elements of twin stick shooter combat and metroidvania-like exploration. The player will explore a large interconnected world, collect upgrades, and defeat bosses. The story focuses on an ordinary house robot exploring the Nirion mountain searching for his lost family.
The game has been programmed almost completely from scratch using C++. It only relies on the CRT at runtime and Sean Barrett's stb_truetype.h library at build time, and is currently only being built for Windows. It is being developed as a personal exercise in order to gain more low level programming experience.
Development is ongoing. Most necessary game engine features are complete and the game content itself is being built.