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Articole: 12
  1. Writing a C preprocessor for bgfx shader compiler

    Introduction For 14+ years, every shader that bgfx compiled, starting from the initial commit, went through a preprocessor written for the Amiga with origins in 1984: fcpp - Frexx CPP (C Preprocessor) This is a C preprocessor.

  2. Parsers don’t have to be complicated

    Introduction Years ago I started writing a proper shader front-end parser for bgfx and used the Lemon parser generator.

  3. Making cross-platform SIMD code pleasant

    Introduction Writing fast, portable SIMD (Single Instruction, Multiple Data) code has always been painful - verbose intrinsics, platform differences, and a type system that fights you at every step.

  4. bgfx WebGPU backend, second take!

    Introduction What is bgfx?

  5. Fast Call-Stack Backtrace

    Introduction When developing a profiler, memory tracker, or logger, you need to programmatically access the call stack to trace how a program reached the location where a method is called.

  6. Branimir Karadžić Biography

    I received my first computer, the ZX Spectrum 48K, sometime in 1984.

  7. bgfx is switching to IDL to generate API

    This article was originally published as a gist here. bgfx main API is using basic C++ that looks like C, but it’s C++ enough that can’t be used directly in C projects.

  8. Why I think Immediate Mode GUI is way to go for GameDev tools

    This article was originally published as a gist here.

  9. Notes on header files

    This article was originally published as a gist here.

  10. Orthodox C++

    This article was originally published as a gist here.

  11. Porting AirMech to Native Client

    This article was originally published at Carbon Games blog here.

  12. Open source or it didn't happen!

    This article was originally published at Carbon Games blog here.