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@dericed
dericed / ffmpeg pixel formats
Created August 11, 2012 00:35
snapshot of pixel format list from ffmpeg, ffmpeg version 0.11.1.git built on Aug 8 2012 11:29:53
Pixel formats:
I.... = Supported Input format for conversion
.O... = Supported Output format for conversion
..H.. = Hardware accelerated format
...P. = Paletted format
....B = Bitstream format
FLAGS NAME NB_COMPONENTS BITS_PER_PIXEL
-----
IO... yuv420p 3 12
IO... yuyv422 3 16
@benkitzelman
benkitzelman / SineWave.cs
Created April 25, 2013 10:30
Generate WAV formatted dtmf tones in C#
using System;
using System.Collections.Generic;
using System.Text;
namespace ConversionLayer.Wave
{
internal class SineWave
{
#region Fields
@Minimally
Minimally / LayerMenu.cs
Created April 19, 2014 19:52
Unity Editor script for filtering layers via keyboard
using UnityEditor;
using UnityEngine;
public static class LayerMenu
{
/* PLACE IN EDITOR FOLDER.
* Feel free to change hotkeys depending on your preference.
* Modifier Keys % (ctrl on Windows, cmd on OS X), # (shift), & (alt), _ (no key modifiers) */
#region Layer Visibility
@msrose
msrose / combining-git-repositories.md
Last active July 8, 2024 16:41
How to combine two git repositories.

Combining two git repositories

Use case: You have repository A with remote location rA, and repository B (which may or may not have remote location rB). You want to do one of two things:

  • preserve all commits of both repositories, but replace everything from A with the contents of B, and use rA as your remote location
  • actually combine the two repositories, as if they are two branches that you want to merge, using rA as the remote location

NB: Check out git subtree/git submodule and this Stack Overflow question before going through the steps below. This gist is just a record of how I solved this problem on my own one day.

Before starting, make sure your local and remote repositories are up-to-date with all changes you need. The following steps use the general idea of changing the remote origin and renaming the local master branch of one of the repos in order to combine the two master branches.

@davidfowl
davidfowl / dotnetlayout.md
Last active July 22, 2024 09:49
.NET project structure
$/
  artifacts/
  build/
  docs/
  lib/
  packages/
  samples/
  src/
 tests/
@carols10cents
carols10cents / c#-to-rust.md
Last active April 18, 2024 22:55
C# to Rust Cheat Sheet

Thanks to @seejee for making this for me!!!

C# to Rust Cheat Sheet

The goal of this is to have an easily-scannable reference for the most common syntax idioms in C# and Rust so that programmers most comfortable with C# can quickly get through the syntax differences and feel like they could read and write basic Rust programs.

What do you think? Does this meet its goal? If not, why not?

Variables

@JakubNei
JakubNei / MyQuaternion.cs
Last active June 8, 2023 17:14
A custom completely managed implementation of UnityEngine.Quaternion. Base is decompiled UnityEngine.Quaternion. Doesn't implement methods marked Obsolete. Does implicit coversions to and from UnityEngine.Quaternion
using System;
using UnityEngine.Internal;
using UnityEngine;
using System.Runtime.Serialization;
using System.Xml.Serialization;
/// <summary>
/// Quaternions are used to represent rotations.
/// A custom completely managed implementation of UnityEngine.Quaternion
/// Base is decompiled UnityEngine.Quaternion
@tomykaira
tomykaira / Base64.h
Last active July 17, 2024 19:35
C++ single header base64 decode/encoder for C++ 11 and above.
#ifndef _MACARON_BASE64_H_
#define _MACARON_BASE64_H_
/**
* The MIT License (MIT)
* Copyright (c) 2016-2024 tomykaira
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active July 17, 2024 10:54
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@patricknelson
patricknelson / Quaternion.shader
Last active July 17, 2024 05:19 — forked from nkint/pointTowards.vertex
Shader functions to facilitate rotation of vertex around point with a quaternion (Unity / HLSL / Cg)
// Full shader example demonstrating how to use a quaterionion to rotate a vertex around a specific point. Note that this is just a plain
// vanilla unlit shader which includes the necessary functions (see section below) and example code in the vertex shader.
//
// Forked from https://gist.github.com/nkint/7449c893fb7d6b5fa83118b8474d7dcb
// Converted from GLSL to Cg. For help with that, see https://alastaira.wordpress.com/2015/08/07/unity-shadertoys-a-k-a-converting-glsl-shaders-to-cghlsl/
//
// quaternion code from https://github.com/stackgl/gl-quat
// rotation from https://twistedpairdevelopment.wordpress.com/2013/02/11/rotating-a-vector-by-a-quaternion-in-glsl/
Shader "Unlit/Quaternion"