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@d7samurai
d7samurai / .readme.md
Last active October 30, 2025 04:00
Minimal D3D11 bonus material: MSAA

Minimal D3D11 bonus material: MSAA

image

This is essentially just the original Minimal D3D11 codebase with 8x MSAA added. However, since MSAA only smooths triangle edges and does not affect textured surface interiors, texturing is removed to isolate the effect of MSAA and make it clearer.

In short there are two parts to it: 1) Create and render to an MSAA texture rather than your typical rendertarget/framebuffer (note: the depth buffer must match), and 2) [Resolve](https://gist.github.com/d7samurai/d74299f8bcadcb9cb0

@dementive
dementive / gd-cpp-module-compile-times.md
Last active August 22, 2025 12:51
Making incremental builds of Godot C++ modules as fast as possible

Making incremental builds of Godot C++ modules as fast as possible

I've been working on a project using C++ modules in Godot. At some point I was doing a lot of small incremental builds in a single file and they got to be slow, at around 10-15 seconds per recompile.

You're probably thinking "wow 10 seconds is actually really fast to compile c++", it certainly could be a lot worse. For me 10 seconds on this project was pretty inconvenient. I had to recompile very often to tweak small things such as how graphics look, ui adjustments, gameplay values, or other small algorithm changes. With graphics and UI in particular, unlike programming something that is pure math, there isn't really a point where you get it "correct" and the algorithm is completed. To make graphics "correct" requires tweaking it to make it "look good" and "feel good" which are totally arbitrary things that are difficult to get r

@WolfgangSenff
WolfgangSenff / gist:0a9c1d800db42a9a9441b2d0288ed0fd
Last active February 15, 2025 13:47
GDScript 1.0 to 2.0 Beginner Friendly Conversion Guide
Beginner-friendly GDScript 1 to GDScript 2 Conversion Guide
First and foremost, this should not be considered a replacement for the official migration guide,
found at https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.html!
Instead, this document is intended to be a friendly guide to helping you upgrade your projects from
GDScript 1 to 2. To do this, I'm going to list the most common conversions I've run into while upgrading
a few of my games and tools. This document is written as of the first release candidate version of Godot 4.0.
The first thing to do when converting a project (no need if you're starting from new) is to either have your
project in source control, or make a duplicate of your entire project's folder and rename it. This will
@awidegreen
awidegreen / vim_cheatsheet.md
Last active September 14, 2025 23:40
Vim shortcuts

Introduction

  • C-a == Ctrl-a
  • M-a == Alt-a

General

:q        close
:w        write/saves
:wa[!]    write/save all windows [force]
:wq       write/save and close
@spicycode
spicycode / tmux.conf
Created September 20, 2011 16:43
The best and greatest tmux.conf ever
# 0 is too far from ` ;)
set -g base-index 1
# Automatically set window title
set-window-option -g automatic-rename on
set-option -g set-titles on
#set -g default-terminal screen-256color
set -g status-keys vi
set -g history-limit 10000