toy | the thin c++ game engine | Game Engine library
kandi X-RAY | toy Summary
kandi X-RAY | toy Summary
toy is a thin and modular c++ game engine. it aims to provide the thinnest and simplest stack of technology for making games directly from c++. toy offers simple expressive c++ idioms for user interface, rendering, audio, and the seamless extension of your game code with zero-cost tools, editors and scripting, to design full featured 2d or 3d games in fast iterations. toy is built on top of the underlying two library, which provides most functionality. toy simplicity and modularity makes it deeply hackable, extensible and versatile. toy is perfect to build games with atypical constraints: complex user interface and rendering schemes, procedural generation, etc. it provides a fully programmable 3d renderer, with full
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of toy
toy Key Features
toy Examples and Code Snippets
Community Discussions
Trending Discussions on toy
QUESTION
Code example:
...ANSWER
Answered 2022-Mar-03 at 14:47I upgraded pylint to a more recent version.
QUESTION
I'm writing web pages in markdown and converting them to HTML using md2html
tool. I want to process the output HTML file and find any youtube link like this:
https://www.youtube.com/watch?v=abcdefgh887
and replace it with the embed code:
I toyed around a little with Grammars, mostly to get familiar with them, but concluded this probably isn't the ideal tool for the job. Plus I'd prefer to use existing modules that are easily adaptable to other similar tasks rather than roll my own half-baked solution.
Perl5 has some good tools for this kind of thing but I'd like to use a pure Raku solution so I can learn more Raku.
Any recommendations for good approaches to this problem?
...ANSWER
Answered 2022-Jan-28 at 20:31I tried to answer your question without knowing an example.
You need to extract youtubeId from A tag and then replace A tag into iframe tag.
pseudo code is:
QUESTION
I have a symmetric matrix that I want to randomly shuffle while keeping the diagonal elements unchanged. The rows all sum to 1 and should still sum to 1 after shuffling.
Toy example below:
...ANSWER
Answered 2022-Jan-12 at 13:36One option could be:
QUESTION
I've got this function here:
...ANSWER
Answered 2022-Jan-11 at 17:04OK, based on responses in IRC, this does not appear to be possible. One suggested workaround:
QUESTION
As a toy example, let's use the Fibonacci sequence:
...ANSWER
Answered 2022-Jan-02 at 14:24To describe something as "a callable with a memory attribute", you could define a protocol (Python 3.8+, or earlier versions with typing_extensions
):
QUESTION
I want to generate a toy example to illustrate a convex piecewise linear function in python
, but I couldn't figure out the best way to do this. What I want to do is to indicate the number of lines and generate the function randomly.
A convex piecewise-linear function is defined as:
For instance, if I want to have four linear lines, then I want to generate something as shown below.
Since there are four lines. I need to generate four increasing random integers to determine the intervals in x-axis.
...ANSWER
Answered 2021-Dec-26 at 20:09make sure the gradient (=dx/dy) is increasing. Pseudocode:
QUESTION
How do I get only the rows that come after the 'click' in the column 'action_type' for each client_id the toy data.
...ANSWER
Answered 2021-Dec-26 at 21:49Anytime that you say "per client", it's a good sign that you need a groupby
. As for filtering out the rows before the first click, you can count the cumulative number of clicks then get only rows where clicks > 0:
QUESTION
For the sake of example let's define a toy automaton type:
...ANSWER
Answered 2021-Dec-24 at 00:37Laziness to the rescue. We can recursively define a list of all the sub-automata, such that their transitions index into that same list:
QUESTION
I have a C++ program that parses a binary file and outputs a std::string. I would like to call this function directly from Julia and convert the steam into a DataFrame. I need it to work in Linux and Windows. Currently, I have the program write the output to a text file, and then I read it into Julia. Cxx is no longer supported, and trying to get CxxWrap to work has been an exercise in frustration.
Toy Problem: If someone could show me how to call the code below from Julia, that would be awesome.
...ANSWER
Answered 2021-Dec-22 at 11:14There's a new package which might fit your needs here:
https://github.com/eschnett/CxxInterface.jl
It is intended as a successor to Cxx.jl
and more stable, so I'd recommend giving it ago although I haven't tried it myself!
QUESTION
I have tried speeding up a toy GEMM implementation. I deal with blocks of 32x32 doubles for which I need an optimized MM kernel. I have access to AVX2 and FMA.
I have two codes (in ASM, I apologies for the crudeness of the formatting) defined below, one is making use of AVX2 features, the other uses FMA.
Without going into micro benchmarks, I would like to try to develop an understanding (theoretical) of why the AVX2 implementation is 1.11x faster than the FMA version. And possibly how to improve both versions.
The codes below are for a 3000x3000 MM of doubles and the kernels are implemented using the classical, naive MM with an interchanged deepest loop. I'm using a Ryzen 3700x/Zen 2 as development CPU.
I have not tried unrolling aggressively, in fear that the CPU might run out of physical registers.
AVX2 32x32 MM kernel:
...ANSWER
Answered 2021-Dec-13 at 21:36Zen2 has 3 cycle latency for vaddpd
, 5 cycle latency for vfma...pd
. (https://uops.info/).
Your code with 8 accumulators has enough ILP that you'd expect close to two FMA per clock, about 8 per 5 clocks (if there aren't other bottlenecks) which is a bit less than the 10/5 theoretical max.
vaddpd
and vmulpd
actually run on different ports on Zen2 (unlike Intel), port FP2/3 and FP0/1 respectively, so it can in theory sustain 2/clock vaddpd
and vmulpd
. Since the latency of the loop-carried dependency is shorter, 8 accumulators are enough to hide the vaddpd
latency if scheduling doesn't let one dep chain get behind. (But at least multiplies aren't stealing cycles from it.)
Zen2's front-end is 5 instructions wide (or 6 uops if there are any multi-uop instructions), and it can decode memory-source instructions as a single uop. So it might well be doing 2/clock each multiply and add with the non-FMA version.
If you can unroll by 10 or 12, that might hide enough FMA latency and make it equal to the non-FMA version, but with less power consumption and more SMT-friendly to code running on the other logical core. (10 = 5 x 2 would be just barely enough, which means any scheduling imperfections lose progress on a dep chain which is on the critical path. See Why does mulss take only 3 cycles on Haswell, different from Agner's instruction tables? (Unrolling FP loops with multiple accumulators) for some testing on Intel.)
(By comparison, Intel Skylake runs vaddpd/vmulpd on the same ports with the same latency as vfma...pd, all with 4c latency, 0.5c throughput.)
I didn't look at your code super carefully, but 10 YMM vectors might be a tradeoff between touching two pairs of cache lines vs. touching 5 total lines, which might be worse if a spatial prefetcher tries to complete an aligned pair. Or might be fine. 12 YMM vectors would be three pairs, which should be fine.
Depending on matrix size, out-of-order exec may be able to overlap inner loop dep chains between separate iterations of the outer loop, especially if the loop exit condition can execute sooner and resolve the mispredict (if there is one) while FP work is still in flight. That's an advantage to having fewer total uops for the same work, favouring FMA.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install toy
clone and build toy
git clone https://github.com/hugoam/toy --recursive
cd toy
generate the project files for your target bin/linux/genie --gcc=linux-gcc gmake for gmake/linux bin/windows/genie vs2015 for Visual Studio 2015 bin/windows/genie vs2017 for Visual Studio 2017
go to the generated folder cd build/projects/gmake-linux for gmake/linux cd build/projects/vs2015 for Visual Studio 2015 cd build/projects/vs2017 for Visual Studio 2017
build make config=debug64 -j8 for gmake/linux 64bit open toy.sln and build for Visual Studio
run the examples: ex_platform, ex_space, ex_blocks
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