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The 250-line cap applies to prose too, and the reports were the worst
offenders -- ENUME's projectA.tex alone was 1,876 lines. Each is now a
preamble plus one \input{} per section, which is how a long LaTeX document is
normally organised; not one byte of prose was rewritten.
"The PDF is unchanged" is checked by a script rather than by eye, because
hashing the PDF cannot work: pdflatex stamps a /CreationDate and an /ID into
every build, so two runs of the SAME source already differ. tex_fingerprint.sh
compares what a reader sees instead -- page count plus a hash of the extracted
text -- and it is stable across rebuilds of untouched sources, which is the
property that makes it usable as a gate.
It earned its keep immediately. Both ECOTE reports quote an example LaTeX
document inside an lstlisting block, so \end{document} appears in the middle
of the file; splitting on the FIRST one stranded everything after it. Same
page count, different text, caught automatically. EOPSY lab3 exposed a second
bug: a \section{} title that runs onto the next line.
Result: 19 .tex over the cap -> 1. The survivor,
ELAC/.../03-building-nfa-...tex, is 418 lines of consecutive tikz figures
with no subsection to split on and needs a hand-placed boundary.
Verified: 29 splits across two passes (section, then subsection for the
pieces still over), every one reporting `unchanged` from
scripts/tex_fingerprint.sh --check.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0172dj34FDpao6wsix8ZuCzE
70 lines
1.8 KiB
TeX
70 lines
1.8 KiB
TeX
\section{Definicje}
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\begin{frame}
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\frametitle{Gra komputerowa}
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\large Aplikacja dostępna na platformie "Steam" oznaczona typem "Game"
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\end{frame}
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\begin{frame}
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\frametitle{Silnik do gier}
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\large Oprogramowanie zaprojektowane i stworzone do kreacji gier komputerowych
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\end{frame}
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\begin{frame}
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\frametitle{Nowoczesne}
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\large Ponad 1000 gier w tej dekadzie na platformie "Steam"
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\end{frame}
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{
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\setbeamercolor{footline}{fg=white}
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\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_main.png}}
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\begin{frame}
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\end{frame}
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}
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{
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\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_filter.drawio.pdf}}
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\begin{frame}
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\end{frame}
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}
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\begin{frame}
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\frametitle{Wybrane silniki - start}
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\begin{center}
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\includegraphics[width=0.8\paperwidth, height=0.8\paperheight]{usedEngines.pdf}
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\end{center}
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\end{frame}
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\begin{frame}
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\frametitle{Wybrane silniki}
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\begin{itemize}
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\item Wyeliminowanie nie generycznych - Ren'Py, RPGMaker
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\item Wybór najpopularniejszych - Unity, Unreal
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% Prawie 25k i ponad 7.5k
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\end{itemize}
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\end{frame}
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\begin{frame}
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\frametitle{Wydajność silnika}
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\begin{itemize}
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\item Klatki na sekundę (FPS)
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\item Zużycie CPU, GPU, RAM i VRAM
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\item Liczba draw calls
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\item Czas ładowania assetów
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\item Czas odpowiedzi na interakcję gracza
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\end{itemize}
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\end{frame}
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\begin{frame}
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\frametitle{Możliwości Silnika}
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\begin{itemize}
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\item Renderowanie grafiki
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% Ray tracing, HDR lighting, dynamic shadows, particle systems, animacja
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\item Silnik Fizyczny
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\item Multiplatformowość (VR)
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% Linux, Windows, MacOS, Android, IOs, Xbox, PlayStation, Nintendo, VR
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\item Skryptowanie logiki gier (AI)
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\item Gry online
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\item Sklepy z assetami
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\end{itemize}
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\end{frame}
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