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@staltz
staltz / introrx.md
Last active Jan 23, 2020
The introduction to Reactive Programming you've been missing
View introrx.md
View GLSL-Noise.md

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);
	return mix(rand(fl), rand(fl + 1.0), fc);
}
@1wErt3r
1wErt3r / SMBDIS.ASM
Created Nov 9, 2012
A Comprehensive Super Mario Bros. Disassembly
View SMBDIS.ASM
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger (doppelheathen@gmail.com)
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no
@mycodeschool
mycodeschool / DoublyLinkedList.c
Created Nov 12, 2013
Doubly Linked List implementation in C
View DoublyLinkedList.c
/* Doubly Linked List implementation */
#include<stdio.h>
#include<stdlib.h>
struct Node {
int data;
struct Node* next;
struct Node* prev;
};
@dmnsgn
dmnsgn / WebGL-frameworks-libraries.md
Last active Jan 21, 2020
A collection of WebGL frameworks and libraries
View WebGL-frameworks-libraries.md

A non-exhaustive list of WebGL frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are outdated/not maintained anymore.

Engines and libraries

  • three.js: JavaScript 3D library
  • stack.gl: an open software ecosystem for WebGL, built on top of browserify and npm.
  • PixiJS: Super fast HTML 5 2D rendering engine that uses webGL with canvas fallback
  • Pex: Pex is a javascript 3d library / engine allowing for seamless development between Plask and WebGL in the browser.
  • Babylon.js: a complete JavaScript framework for building 3D games with HTML 5 and WebGL
  • Filament: Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGL
  • ClayGL: A WebGL graphic library helping you to
@fgilio
fgilio / axios-catch-error.js
Last active Jan 21, 2020
Catch request errors with Axios
View axios-catch-error.js
/*
* Handling Errors using async/await
* Has to be used inside an async function
*/
try {
const response = await axios.get('https://your.site/api/v1/bla/ble/bli');
// Success 🎉
console.log(response);
} catch (error) {
// Error 😨
@sebmarkbage
sebmarkbage / WhyReact.md
Created Sep 4, 2019
Why is React doing this?
View WhyReact.md

I heard some points of criticism to how React deals with reactivity and it's focus on "purity". It's interesting because there are really two approaches evolving. There's a mutable + change tracking approach and there's an immutability + referential equality testing approach. It's difficult to mix and match them when you build new features on top. So that's why React has been pushing a bit harder on immutability lately to be able to build on top of it. Both have various tradeoffs but others are doing good research in other areas, so we've decided to focus on this direction and see where it leads us.

I did want to address a few points that I didn't see get enough consideration around the tradeoffs. So here's a small brain dump.

"Compiled output results in smaller apps" - E.g. Svelte apps start smaller but the compiler output is 3-4x larger per component than the equivalent VDOM approach. This is mostly due to the code that is usually shared in the VDOM "VM" needs to be inlined into each component. The tr

View GPUComputationRenderer.js
/**
* @author yomboprime https://github.com/yomboprime
*
* GPUComputationRenderer, based on SimulationRenderer by zz85
*
* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
* for each compute element (texel)
*
* Each variable has a fragment shader that defines the computation made to obtain the variable in question.
* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
@addyosmani
addyosmani / README.md
Last active Jan 19, 2020 — forked from 140bytes/LICENSE.txt
108 byte CSS Layout Debugger
View README.md

CSS Layout Debugger

A tweet-sized debugger for visualizing your CSS layouts. Outlines every DOM element on your page a random (valid) CSS hex color.

One-line version to paste in your DevTools

Use $$ if your browser aliases it:

~ 108 byte version

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