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using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using System.Text;
using System.Text.RegularExpressions;
using Ionic.Zip;
// #define USE_VEXE_FAST_REFLECTION // download it at https://github.com/vexe/Fast.Reflection increases reflection invoke performance significantly
using System;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
using System.Reflection;
#if USE_VEXE_FAST_REFLECTION
@JakubNei
JakubNei / Transform.cs
Last active June 29, 2016 07:32
What needs to be changed in Unity's Transform to implement IEnumerable<Transform> plus IList<Transform> GetChildren() method
public sealed class Transform : IEnumerable, IEnumerable<Transform>
{
private sealed class Enumerator : IEnumerator, IEnumerator<Transform>
{
private Transform outer;
private int currentIndex = -1;
object IEnumerator.Current
{
get
@JakubNei
JakubNei / DependencyAttribute.cs
Last active June 8, 2023 17:15
Beginnings of simple one dependency injection. For: https://github.com/aeroson/mcs-ICodeCompiler/issues/6
using System;
[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
public class DependencyAttribute : Attribute
{
}

General way of working

Merge only working code.

If you are unsure, ask.

If you are stuck for over 1 hour, ask (anyone).

@JakubNei
JakubNei / teso_algorithms_and_facts.md
Created January 14, 2017 12:18
The Elder Scrolls Online - algorithms & facts sheet

http://esoacademy.com/damage-in-eso/ https://www.reddit.com/r/elderscrollsonline/comments/3ov0n4/formulas_for_max_statsweaponspell_damage_etc/ http://elderscrollsonline.wiki.fextralife.com/Stats http://elderscrollsonline.wiki.fextralife.com/Mundus+Stones

The Restoration staff's basic attack is weak compared to the Destruction staff, but it has one critical advantage: its heavy attack restores 10% of your magicka. This makes the Resto staff the number one choice for magicka-focused characters, even if you don't plan to heal. It also has great survivability skills like Regeneration and Blessing of Protection.

@JakubNei
JakubNei / Prefix only issue.md
Last active December 11, 2017 20:23
Naming issue (Prefix only issue)

Prefix only issue

The general goal of your codebase should be to make it as easy to understand as possible.

Easy to understand results in:

  • less bugs due to insufficient knowledge (because over time you might forget some parts)
  • implicit understanding without the need for comments (less time spent reading comments)
  • no need for documentation or intruduction to the project, since it's faster to just look at the code
  • in case everyone dies, rookie can just come in and easily continue on
@JakubNei
JakubNei / Refactoring the wrong way.md
Created January 27, 2017 14:21
Refactoring the wrong way
void main(...) {
  if(a && b && c) {
    code_1 - 400 lines
  }
 if(d &amp;&amp; e &amp;&amp; f) {
@JakubNei
JakubNei / dataTables_patch.js
Created April 27, 2017 08:48 — forked from krusynth/dataTables_patch.js
dataTables.js requires you to have "good" tables. If your table has an uneven number of columns per row, and you're getting the dreaded " Cannot read property 'mData' of undefined " this will fix it.
// dataTables.js is great! But it requires you to have "good" tables in
// the first place. If your table has an uneven number of columns per
// row, and you're getting the dreaded "Cannot read property
// 'mData' of undefined" this'll fix it. If you're missing a thead or
// tbody you'll get that error too - this won't fix that!
$(document).ready(function() {
// We need to make sure every row in our table has the same number of columns.
// Otherwise dataTable doesn't work.
$('table').each(function(i, elm) {
@JakubNei
JakubNei / pbr.glsl
Created May 30, 2017 12:53 — forked from galek/pbr.glsl
PBR GLSL SHADER
in vec2 v_texcoord; // texture coords
in vec3 v_normal; // normal
in vec3 v_binormal; // binormal (for TBN basis calc)
in vec3 v_pos; // pixel view space position
out vec4 color;
layout(std140) uniform Transforms
{
mat4x4 world_matrix; // object's world position