WUT_Computer_Science/NotProgramming/SDM2/presentations/my_thesis/sections/01-definicje.tex
Krzysztof kuhy Rudnicki ffa5dad02a Split 19 over-cap LaTeX reports, proving each PDF is unchanged
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
2026-08-28 19:47:12 +02:00

70 lines
1.8 KiB
TeX

\section{Definicje}
\begin{frame}
\frametitle{Gra komputerowa}
\large Aplikacja dostępna na platformie "Steam" oznaczona typem "Game"
\end{frame}
\begin{frame}
\frametitle{Silnik do gier}
\large Oprogramowanie zaprojektowane i stworzone do kreacji gier komputerowych
\end{frame}
\begin{frame}
\frametitle{Nowoczesne}
\large Ponad 1000 gier w tej dekadzie na platformie "Steam"
\end{frame}
{
\setbeamercolor{footline}{fg=white}
\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_main.png}}
\begin{frame}
\end{frame}
}
{
\usebackgroundtemplate{\includegraphics[width=\paperwidth, height=\paperheight]{steamdb_filter.drawio.pdf}}
\begin{frame}
\end{frame}
}
\begin{frame}
\frametitle{Wybrane silniki - start}
\begin{center}
\includegraphics[width=0.8\paperwidth, height=0.8\paperheight]{usedEngines.pdf}
\end{center}
\end{frame}
\begin{frame}
\frametitle{Wybrane silniki}
\begin{itemize}
\item Wyeliminowanie nie generycznych - Ren'Py, RPGMaker
\item Wybór najpopularniejszych - Unity, Unreal
% Prawie 25k i ponad 7.5k
\end{itemize}
\end{frame}
\begin{frame}
\frametitle{Wydajność silnika}
\begin{itemize}
\item Klatki na sekundę (FPS)
\item Zużycie CPU, GPU, RAM i VRAM
\item Liczba draw calls
\item Czas ładowania assetów
\item Czas odpowiedzi na interakcję gracza
\end{itemize}
\end{frame}
\begin{frame}
\frametitle{Możliwości Silnika}
\begin{itemize}
\item Renderowanie grafiki
% Ray tracing, HDR lighting, dynamic shadows, particle systems, animacja
\item Silnik Fizyczny
\item Multiplatformowość (VR)
% Linux, Windows, MacOS, Android, IOs, Xbox, PlayStation, Nintendo, VR
\item Skryptowanie logiki gier (AI)
\item Gry online
\item Sklepy z assetami
\end{itemize}
\end{frame}