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@armornick
armornick / playwav.c
Created August 24, 2012 07:31
Play a sound with SDL2 (no SDL_Mixer)
#include <SDL2/SDL.h>
#define MUS_PATH "Roland-GR-1-Trumpet-C5.wav"
// prototype for our audio callback
// see the implementation for more information
void my_audio_callback(void *userdata, Uint8 *stream, int len);
// variable declarations
static Uint8 *audio_pos; // global pointer to the audio buffer to be played
@koute
koute / opengl3_hello.c
Created November 9, 2013 23:16
Minimal SDL2 + OpenGL3 example.
/*
Minimal SDL2 + OpenGL3 example.
Author: https://github.com/koute
This file is in the public domain; you can do whatever you want with it.
In case the concept of public domain doesn't exist in your jurisdiction
you can also use this code under the terms of Creative Commons CC0 license,
either version 1.0 or (at your option) any later version; for details see:
http://creativecommons.org/publicdomain/zero/1.0/
@boxmein
boxmein / minidust.pde
Last active March 30, 2020 13:19
Processing implementation of a small falling-sand game.
// Something relating to a falling sand game
//
// Usage:
//
// After opening the Processing IDE, copy it into an empty new sketch.
// Just as simple as that.
//
//
// Playing:
//
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active July 15, 2024 12:10
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@urraka
urraka / stb.c
Last active January 21, 2024 00:20
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define STBI_ONLY_PNG
#define STBI_ONLY_JPEG
#define STBI_ONLY_BMP
#define STBI_ONLY_GIF
#include "stb_image.h"
#include "stb_image_write.h"
@jordandee
jordandee / sdl2_opengl.cpp
Last active May 13, 2024 02:03
Simple SDL2/OpenGL example
// To compile with gcc: (tested on Ubuntu 14.04 64bit):
// g++ sdl2_opengl.cpp -lSDL2 -lGL
// To compile with msvc: (tested on Windows 7 64bit)
// cl sdl2_opengl.cpp /I C:\sdl2path\include /link C:\path\SDL2.lib C:\path\SDL2main.lib /SUBSYSTEM:CONSOLE /NODEFAULTLIB:libcmtd.lib opengl32.lib
#include <stdio.h>
#include <stdint.h>
#include <assert.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
@DonKarlssonSan
DonKarlssonSan / complex.glsl
Last active July 14, 2024 21:52
Complex Number Math In GLSL
// Hyperboloc functions by toneburst from
// https://machinesdontcare.wordpress.com/2008/03/10/glsl-cosh-sinh-tanh/
// These are missing in GLSL 1.10 and 1.20, uncomment if you need them
/*
/// COSH Function (Hyperbolic Cosine)
float cosh(float val)
{
float tmp = exp(val);
float cosH = (tmp + 1.0 / tmp) / 2.0;
@hjertnes
hjertnes / doom.txt
Created April 6, 2018 08:28
Doom Emacs Cheatsheet
SPC
SPC: find file
, switch buffer
. browse files
: MX
; EX
< switch buffer
` eval
u universal arg
x pop up scratch
@kajott
kajott / bluenoise.c
Created June 26, 2019 10:49
Blue Noise texture generation using the void-and-cluster algorithm
#if 0 // self-compiling code
gcc -std=c99 -Wall -Wextra -pedantic -Werror -g -O4 -march=native $0 -lm || exit 1
exec time ./a.out
#endif
// Blue Noise texture generation using the void-and-cluster algorithm
// implemented by Martin Fiedler <keyj@emphy.de>
// using an algorithm description written by Alan Wolfe:
// https://blog.demofox.org/2019/06/25/generating-blue-noise-textures-with-void-and-cluster/