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@jboner
jboner / latency.txt
Last active June 29, 2024 19:54
Latency Numbers Every Programmer Should Know
Latency Comparison Numbers (~2012)
----------------------------------
L1 cache reference 0.5 ns
Branch mispredict 5 ns
L2 cache reference 7 ns 14x L1 cache
Mutex lock/unlock 25 ns
Main memory reference 100 ns 20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy 3,000 ns 3 us
Send 1K bytes over 1 Gbps network 10,000 ns 10 us
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD
@keijiro
keijiro / fbm-camera-shaking-effect.md
Created September 16, 2012 06:30
Perlin Noise (fBm) を使ったカメラ揺れエフェクト

Perlin Noise (fBm) を使ったカメラ揺れエフェクト

概要

Perlin Noise (fBm 関数)をオブジェクトの動きに取り入れることによって、色々と面白い効果が生み出せます。例えば、これを位置と回転に適用するだけで、カメラの手ブレ風エフェクトなどを作り出せます。

サンプル

http://keijiro.github.com/unity-perlin/

@assaframan
assaframan / mincode.cpp
Created November 24, 2012 11:56
min code to render OGRE with d3d11 render system
#include <conio.h>
#include "Ogre.h"
#include "OgreFrameListener.h"
#include "OgreShaderGenerator.h"
/////////////////////////////////////////////////////////////////////////////////////////////////
class ShaderGeneratorTechniqueResolverListener : public Ogre::MaterialManager::Listener
{
public:
@danielcosta
danielcosta / integrating_jira_with_sourcetree.md
Last active November 7, 2023 21:03
Learn how to integrate your SourceTree repositories with JIRA

Integrating JIRA with SourceTree

Overview

You will learn how to link your JIRA tasks directly on SourceTree

Step by step

1. Setting

@staltz
staltz / introrx.md
Last active June 29, 2024 15:58
The introduction to Reactive Programming you've been missing
@simonbroggi
simonbroggi / TouchScriptInputModule.cs
Last active May 7, 2024 09:16
Input Module to use the new unity ui with multitouch from https://github.com/TouchScript
/**
* Input Module to use the new unity ui with multitouch from https://github.com/TouchScript
* Install TouchScript in your unity project, then add an EventSystem and replace the InputModules by this one.
*
*
* Basically modified TouchInputModule from
* https://bitbucket.org/Unity-Technologies/ui/src/5fc21bb4ecf4b40ff6630057edaa070252909b2e/UnityEngine.UI/EventSystem/InputModules/TouchInputModule.cs?at=4.6
* and changing ProcessTouchEvent to take events from TouchScript
*
* Got the TouchScript stuff from
■UnityでLuaを使いたいので、色々行った検証などをメモしておく
▼目次
○そもそも、Luaと他言語連携ってどうやるのよ?
 ・VC++で色々試して、基本的な使い方はわかった
 ・使い方自体は簡単だったが、思っていたほど単純な物ではなかった
  ・Stateを作って、そこで値をやり取りする事
  ・スタック管理で値を取る事
@dj-kusuha
dj-kusuha / CaptureScreenshotFromEditor.cs
Last active February 27, 2024 13:06
Unityエディタ上からGameビューのスクリーンショットを撮るEditor拡張。
using UnityEditor;
using UnityEngine;
namespace djkusuha.Utility
{
/// <summary>
/// Unityエディタ上からGameビューのスクリーンショットを撮るEditor拡張
/// </summary>
public class CaptureScreenshotFromEditor : Editor
{
@graphitemaster
graphitemaster / T0.md
Last active May 6, 2024 10:18
Vulkan Tutorial

Tutorial 0

What is Vulkan

Vulkan is a low-overhead, cross-platform 3D graphics and compute API.

Vulkan targets

Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.

@nstarke
nstarke / release-android-debuggable.md
Last active June 26, 2024 15:20
How to make a Release Android App debuggable

How to make a Release Android App debuggable

Let's say you want to access the application shared preferences in /data/data/com.mypackage.
You could try to run adb shell and then run-as com.mypackage ( or adb shell run-as com.mypackge ls /data/data/com.mypackage/shared_prefs), but on a production release app downloaded from an app store you're most likely to see:

run-as: Package 'com.mypackage' is not debuggable