Repository Analysis

turanszkij/WickedEngine

3D engine with modern graphics

2.9 Likely human-written View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of turanszkij/WickedEngine, a C++ project with 7,146 GitHub stars. SynthScan v2.0 examined 852,188 lines of code across 1409 source files, recording 2898 pattern matches distributed across 10 syntactic categories. The overall adjusted score of 2.9 places this repository in the Likely human-written band.

The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).

2.9
Adjusted Score
2.9
Raw Score
100%
Time Factor
2026-07-14
Last Push
7.1K
Stars
C++
Language
852.2K
Lines of Code
1.4K
Files
2.9K
Pattern Hits
2026-07-14
Scan Date
0.00
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.

No multi-scan history yet — run the scanner again to build trend data.

Severity Breakdown

Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.

CRITICAL 0HIGH 2MEDIUM 10LOW 2886

Directory Score Breakdown

This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.

Pattern Findings

The scanner identified 2898 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.

Over-Commented Block2805 hits · 2312 pts
SeverityFileLineSnippetContext
LOWthird_party_software.txt481//COMMENT
LOWWickedEngine/wiCanvas.h61 // Use this for scissor, viewportCOMMENT
LOWWickedEngine/wiArchive.h1#pragma onceCOMMENT
LOWWickedEngine/wiArchive.h81 bool IsOpen() const { return data_ptr != nullptr; };COMMENT
LOWWickedEngine/wiECS.h1#ifndef WI_ENTITY_COMPONENT_SYSTEM_HCOMMENT
LOWWickedEngine/wiECS.h461 wi::vector<Component> components;COMMENT
LOWWickedEngine/wiResourceManager.cpp1#include "wiResourceManager.h"COMMENT
LOWWickedEngine/wiVector.h1#ifndef WI_VECTOR_REPLACEMENTCOMMENT
LOWWickedEngine/wiInput.cpp1#include "wiInput.h"COMMENT
LOWWickedEngine/wiHairParticle.h1#pragma onceCOMMENT
LOWWickedEngine/wiOcean.cpp1#include "wiOcean.h"COMMENT
LOWWickedEngine/wiRenderer.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer.h1401 float slopeBlendPower = 0;COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.cpp1#include "wiGraphicsDevice_DX12.h"COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.cpp1801 // This is allocating from the global shader visible descriptor heaps in a simple incrementingCOMMENT
LOWWickedEngine/wiRenderPath3D_PathTracing.cpp1#include "wiRenderPath3D_PathTracing.h"COMMENT
LOWWickedEngine/wiApplication.cpp1#include "wiApplication.h"COMMENT
LOWWickedEngine/wiApplication.cpp21#include "wiGraphicsDevice_PS5.h"COMMENT
LOWWickedEngine/wiHairParticle.cpp1#include "wiHairParticle.h"COMMENT
LOWWickedEngine/wiScene_BindLua.cpp1#include "wiScene_BindLua.h"COMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.h1#pragma onceCOMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.h21#define VK_NO_PROTOTYPESCOMMENT
LOWWickedEngine/CMakeLists.txt101add_library(WickedEngine_common OBJECT ${SOURCE_FILES} ${HEADER_FILES})COMMENT
LOWWickedEngine/wiHelper.cpp1#include "wiHelper.h"COMMENT
LOWWickedEngine/wiHelper.cpp21#include <chrono>COMMENT
LOWWickedEngine/wiHelper.cpp41#include <sys/user.h>COMMENT
LOWWickedEngine/wiGraphicsDevice.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer_BindLua.cpp1#include "wiRenderer_BindLua.h"COMMENT
LOWWickedEngine/wiRenderPath.h21 virtual void Stop() {}COMMENT
LOWWickedEngine/wiMath.h1#pragma onceCOMMENT
LOWWickedEngine/wiMath.h21// DirectXMath headersCOMMENT
LOWWickedEngine/wiMath.h641 {COMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.h1#pragma onceCOMMENT
LOWWickedEngine/wiGraphicsDevice_DX12.h21#include "Utility/dx12/d3d12video.h"COMMENT
LOWWickedEngine/wiScene.cpp1#include "wiScene.h"COMMENT
LOWWickedEngine/wiScene.cpp8901 // 0). The old code (ProjectToScreen) divided unconditionally, so anyCOMMENT
LOWWickedEngine/wiSpinLock.h1#pragma onceCOMMENT
LOWWickedEngine/wiRenderer.cpp1#include "wiRenderer.h"COMMENT
LOWWickedEngine/wiRenderer.cpp21#include "wiUnorderedMap.h" // leave it here for shader dump!COMMENT
LOWWickedEngine/wiRenderer.cpp7801 //const ObjectComponent& object = scene.objects[i];COMMENT
LOWWickedEngine/wiRenderer.cpp13501 const TextureDesc& desc = read_depth.GetDesc();COMMENT
LOWWickedEngine/wiRenderer.cpp18041 const bool enable_display_resolution_motion_vectors = false;COMMENT
LOWWickedEngine/wiScene_Components.h1#pragma onceCOMMENT
LOWWickedEngine/WickedEngine.h1#ifndef WICKEDENGINECOMMENT
LOWWickedEngine/WickedEngine.h21#include "wiVersion.h"COMMENT
LOWWickedEngine/WickedEngine.h41#include "wiXInput.h"COMMENT
LOWWickedEngine/WickedEngine.h61#include "wiGPUSortLib.h"COMMENT
LOWWickedEngine/WickedEngine.h81COMMENT
LOWWickedEngine/wiNetwork_Linux.cpp1#include "wiPlatform.h"COMMENT
LOWWickedEngine/wiFont.h141 // Get the texture that contains currently cached glyphsCOMMENT
LOWWickedEngine/wiGPUBVH.cpp1#include "wiGPUBVH.h"COMMENT
LOWWickedEngine/wiUnorderedMap.h1#ifndef WI_UNORDERED_MAP_REPLACEMENTCOMMENT
LOWWickedEngine/wiGraphicsDevice_Vulkan.cpp1#include "wiGraphicsDevice_Vulkan.h"COMMENT
LOWWickedEngine/wiApplication.h1#pragma onceCOMMENT
LOWWickedEngine/wiApplication.h81 virtual void Initialize();COMMENT
LOWWickedEngine/wiAudio.cpp1#include "wiAudio.h"COMMENT
LOWWickedEngine/wiShaderCompiler.cpp1#include "wiShaderCompiler.h"COMMENT
LOWWickedEngine/wiShaderCompiler.cpp21#define __RPC_FARCOMMENT
LOWWickedEngine/wiShaderCompiler.cpp141COMMENT
LOWWickedEngine/wiShaderCompiler.cpp681 // { .ShaderRegister = 103, .RegisterSpace = 0, .Filter = IRFilterMinMagMipPoint, .AddressU = IRTextureAddressModeCCOMMENT
2745 more matches not shown…
Structural Annotation Overuse28 hits · 39 pts
SeverityFileLineSnippetContext
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h643/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h662/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h681/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h700/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It isCOMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h717/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h734/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h751/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h768/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h785/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h802/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h819/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h836/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h853/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h870/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h887/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h904/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h921/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h938/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</i></c> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h955/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h972/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h989/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1006/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1023/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWWickedEngine/shaders/ffx-fsr2/ffx_core_hlsl.h1040/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.COMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2775 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element hCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2792 // Step 1: Let the clipper infer height from first rangeCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp14303 // Step 0: stack queryCOMMENT
LOWEditor/ufbx.h5402// NOTE: This function flips the normals if the determinant is negative.COMMENT
Slop Phrases16 hits · 24 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/wiScene_Components.h267 int sampler_descriptor = -1; // optional, you can modify this to overwrite global sampler for this materialCODE
LOWWickedEngine/Jolt/Physics/Vehicle/VehicleConstraint.h44/// Note: Don't forget to register the constraint as a StepListener with the PhysicsSystem!COMMENT
LOWWickedEngine/Jolt/Physics/Collision/PhysicsMaterial.h21/// If you inherit from this material, don't forget to create a suitable default material in sDefaultCOMMENT
LOWWickedEngine/Utility/lodepng.cpp70lodepng source code. Don't forget to remove "static" if you copypaste themCODE
LOWWickedEngine/Utility/vk_mem_alloc.h17577// At the end, don't forget to:COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h19030// At the end, don't forget to destroy it!COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h19073// At the end, don't forget to destroy it!COMMENT
LOWWickedEngine/Utility/vk_mem_alloc.h683 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWWickedEngine/Utility/vk_mem_alloc.h2892don't forget to free them.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h2939don't forget to free it as well.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17614Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWWickedEngine/Utility/vk_mem_alloc.h18776If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWWickedEngine/Utility/D3D12MemAlloc.h3406If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
MEDIUMSamples/Example_ImGui/ImGui/imgui_widgets.cpp6254// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp654 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. PreviCODE
MEDIUMSamples/Example_ImGui_Docking/ImGui/imgui_widgets.cpp6261// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
Hyper-Verbose Identifiers19 hits · 22 pts
SeverityFileLineSnippetContext
LOWWickedEngine/Utility/vk_mem_alloc.h1567To be used with function vmaBeginDefragmentationPass().CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17529 - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.CODE
LOWWickedEngine/Utility/vk_mem_alloc.h17850The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWWickedEngine/Utility/vk_mem_alloc.h17879Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
LOW…/metal_irconverter_runtime/metal_irconverter_runtime.h300 * Use function IRDescriptorTableSetBufferView() to bind an append/consume buffer to a descriptor table.COMMENT
LOWContent/Documentation/ScriptingAPI-Documentation.md668 function SetShadowLODOverrideEnabled(value) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md673 function SetOcclusionCullingEnabled(enabled) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md678 function SetMeshletOcclusionCullingEnabled(value) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md693 function SetRaytracedShadowsEnabled(value) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md728 function SetDebugPartitionTreeEnabled(enabled) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md748 function SetDebugForceFieldsEnabled(enabled) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md876 function PaintDecalIntoObjectSpaceTexture(params) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md1963 function SetTextureResolutionLimit(resolution) endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md1968 function GetTextureResolutionLimit() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md5913 function InverseKinematicsComponent() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md6048 function RigidBodyPhysicsComponent() endCODE
LOWContent/Documentation/ScriptingAPI-Documentation.md6463 function VolumetricCloudParameters() endCODE
LOWSamples/Example_ImGui/ImGui/imgui_impl_win32.cpp774// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.cCOMMENT
LOW…mples/Example_ImGui_Docking/ImGui/imgui_impl_win32.cpp1179// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.cCOMMENT
Fake / Example Data16 hits · 20 pts
SeverityFileLineSnippetContext
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp5445 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp5445 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp5447 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp5447 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7067 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7067 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7746 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWSamples/Example_ImGui/ImGui/imgui_demo.cpp7746 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5518 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5518 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5520 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp5520 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7161 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7161 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7968 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWSamples/Example_ImGui_Docking/ImGui/imgui_demo.cpp7968 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
AI Slop Vocabulary6 hits · 18 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/Utility/stb_vorbis.c51// 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memoryCOMMENT
MEDIUMWickedEngine/Utility/FAudio/src/stb_vorbis.h48// 1.10 - 2017-03-03 - more robust seeking; fix negative ilog(); clear error in open_memoryCOMMENT
MEDIUMSamples/Example_ImGui_Docking/ImGui/imgui_impl_sdl.cpp810 // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the wiCOMMENT
MEDIUMEditor/ufbx.h4852 // Using this and robust linear interpolation will handle stepped tangents correctlyCOMMENT
MEDIUMEditor/xatlas.cpp6427 // It does indeed seem to be a little bit more robust.COMMENT
MEDIUMEditor/tiny_obj_loader.h876 // @todo { write more robust lexer and parser. }COMMENT
Synthetic Comment Markers2 hits · 10 pts
SeverityFileLineSnippetContext
HIGHSamples/Example_ImGui/ImGui/imgui_draw.cpp2308 const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0xCODE
HIGHSamples/Example_ImGui_Docking/ImGui/imgui_draw.cpp2316 const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0xCODE
Verbosity Indicators4 hits · 6 pts
SeverityFileLineSnippetContext
LOWSamples/Example_ImGui/ImGui/imgui.cpp2775 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element hCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp2792 // Step 1: Let the clipper infer height from first rangeCOMMENT
LOWSamples/Example_ImGui/ImGui/imgui.cpp14303 // Step 0: stack queryCOMMENT
LOWEditor/tiny_gltf.h7487 // TODO(syoyo): Do we need to check if `version` is greater or equal to 2.0?COMMENT
Self-Referential Comments1 hit · 2 pts
SeverityFileLineSnippetContext
MEDIUMWickedEngine/Utility/vk_mem_alloc.h1712-# Create an instance of the #VmaVulkanFunctions structure.CODE
Deep Nesting1 hit · 1 pts
SeverityFileLineSnippetContext
LOWContent/Documentation/scripting_api/generate_stubs.py58CODE