Normally just as every other web developer, we try to have a development mode, and a production mode. We want to keep some features only in the development mode, even though we want to commit it to our repository, or we want to include adsense code only in the production mode, that is, when deployed on the website.
Everyone wants a website with a tag viewer, who doesn’t want that? But unfortunately it was troublesome for Jekyll (or static in general) websites, because for every new tag created, one needs to create a new page with some Liquid code to display posts with that tag. For example, we used to do this in the code.
Though OpenGL is cross platform, and also has variations of it like OpenGL ES for embedded systems and mobiles, and WebGL for the HTML5 web platform, there are still differences on the shading languages they use. This means that we have to write a separate shader with changing syntax which does the same operation. Well, this post is about how we can abstract away these differences.
The government of Andhra Pradesh has initiated the AP Cloud Initiative five days ago along with Miracle Software Systems with the mission to create 1,00,000 professionals who can make the state transform into Digital AP by investing ₹6,00,00,000/- (six crore rupees) for this mission, and I attended the training they are providing along with my team from our college. There were 26 teams from 26 different colleges across the state, and this was a great opportunity for all of us. Our team consisted of me along with three seniors of me in college and one of my faculty. I do...
The aim of this post is to explain how SilenceEngine works across platforms, and also to explain the life cycle of the game. Right now, SilenceEngine can work officially on Windows, Mac, Linux and HTML5. Unofficially it works on Android (work is in progress, only audio device is not available there). To make it work everywhere, SilenceEngine is designed in two parts — the engine and it’s runtime. The engine is just a collection of game related classes, where as there is a separate runtime for every platform. Let’s talk about the runtimes in this post.
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