既存システムの実装を「事実上の仕様」とみなし、それを形式化することで 「テストでは踏めないバグ」と「実装が暗黙に決めている仕様」を炙り出すための手順書。 仕様書が無い / あてにならない / 仕様と実装がずれている、という現場を前提にする。
- 任天堂公式の初回抽選で当たった。第一印象は https://gist.github.com/xl1/c4650f6d0dcbe816dad84ab9401daf62 を参照のこと
- その後も Switch 2 専用のゲームソフトは買っていない(2 edition はある)が、でかいしきれいだし性能面で制限かかってるなと思うことがなくてとても快適である
- またメガシンカといっしょに戦えてうれしい
- ナンジャモというものがありながらカナリィを被せてくるのは陰謀を感じざるをえない
- 夜にバトルゾーンが始まってしまうので、時間を急かされる感じがする。これは、のんびり散策がおもしろかった LEGENDS アルセウスとはかなりプレイ印象が違うところだと思う
8 年前から待っていた、カラー E-ink の Kindle が日本で発売されたので購入することになった
リンク: https://www.amazon.co.jp/dp/B0CX8MT2M2
- ハードの見た目は以前から所持している Kindle Paperwhite(第 11 世代)とほとんど同じ。縦横サイズがわずかに大きく、その分じゃっかん角が丸い
- 裏の Amazon のロゴが構造色で虹色に光るようになっていてかっこいい
- 待機状態からの起動速度は早い
| on: | |
| schedule: | |
| - cron: '0 3 * * *' | |
| jobs: | |
| message: | |
| runs-on: ubuntu-latest | |
| outputs: | |
| geminiResult: ${{ steps.set_output.outputs.value }} | |
| steps: |
| package main | |
| import ( | |
| "fmt" | |
| "log" | |
| "time" | |
| "github.com/zserge/hid" | |
| ) |
| //============================================================================================================================== | |
| // An optimized AMD FSR 1.0 implementation for Mobiles | |
| // EASU and RCAS are combined in a single pass. | |
| // Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
| // Details can be found: https://atyuwen.github.io/posts/optimizing-fsr/ | |
| // Distributed under the MIT License. Copyright (c) 2021 atyuwen. | |
| // -- FsrEasuSampleH should be implemented by calling shader, like following: | |
| // AH3 FsrEasuSampleH(AF2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
| //============================================================================================================================== | |
| void FsrMobile( |
This is a list of the most commonly used and relevant vtubing software. The "best" will always be subjective and depend on your specific requirements. Overall, the information in this list is as accurate as I could figure it out, but there might be errors or some details might become out of date. If you find anything that needs to be corrected, please let me know. You can also note it in a comment.
Additional explanations:
- iPhone means that an iPhone is basically required
- iFacialMocap support means that tracking data can be received from the iFacialMocap iPhone app
- VMC protocol means that the application can send and/or receive tracking data from other VMC protocol capable applications, allowing the combination of multiple tracking methods (e.g. VSeeFace receiving VR tracking from Virtual Motion Capture and iPhone/ARKit face tracking from Waidayo)
- Tobii means that the Tobii eye tracker is supported
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:
