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@veekaybee
veekaybee / normcore-llm.md
Last active July 8, 2024 03:50
Normcore LLM Reads

Anti-hype LLM reading list

Goals: Add links that are reasonable and good explanations of how stuff works. No hype and no vendor content if possible. Practical first-hand accounts of models in prod eagerly sought.

Foundational Concepts

Screenshot 2023-12-18 at 10 40 27 PM

Pre-Transformer Models

shader_type canvas_item;
uniform sampler2D spritesheet; // Should be a slice image as exported from Magica Voxel
uniform int slice_count = 1; // The number of slices
uniform vec2 camera_vec = vec2( 1., 1. ); // Recomend using (1,1) or (1,1.5)
uniform float camera_ang = 0.0; // change this to change the view angle of the object
const vec2 center = vec2( 0.5 );
bool scale_and_rotate_with_offset( inout vec2 uv, vec2 sxy, float ang, vec2 cent, vec2 offset )
shader_type particles;
//render_mode disable_velocity,disable_force,keep_data;
uniform sampler2D map;
uniform float map_mipmap=2.0;
uniform vec2 collider_position;
uniform float collider_radius;
uniform float particle_radius;
uniform float sample_range=5.0;
uniform float sample_step=1.0;
@batFINGER
batFINGER / osm_road_stroke.py
Created March 21, 2018 13:26
OSM bits and pieces.
import bpy
from bpy import context
from mathutils import Vector
import bmesh
up = Vector((0, 0, 1)) # z axis
north = Vector((0, 1, 0)) # y axis
def stroke(bm, v, n, w):
v1 = bm.verts.new(v + w / 2 * n)
@steven2358
steven2358 / ffmpeg.md
Last active July 4, 2024 19:48
FFmpeg cheat sheet
@maxtruxa
maxtruxa / Antonyms.md
Last active June 18, 2024 18:39
A list of common terms used in programming and their respective antonyms.

Antonym List

Note: The table headings (positive/negative) are not necessarily meaningful.

Positive Negative
acquire release
add remove (e.g. an item), subtract (arithmetic)
advance retreat
allocate deallocate (correct), free (common)
allow deny
@castano
castano / hemicube.cpp
Created June 20, 2014 09:46
Hemicube Integrator
#include "hemicube.h"
#define PACK_HEMICUBES 1
static void get_hemicube_face_normal(int index, Vector3 *forward, Vector3 *left, Vector3 *up) {
// Unwrapped hemicube with positive-Z in the middle.
switch (index) {
case 0: *forward = Vector3(+1, 0, 0); *left = Vector3( 0, 1, 0); break;