Skip to content

Instantly share code, notes, and snippets.

@aslakhellesoy
aslakhellesoy / rounding.java
Created August 9, 2011 16:18
Rounding up and down to nearest multiple
/** round n down to nearest multiple of m */
long roundDown(long n, long m) {
return n >= 0 ? (n / m) * m : ((n - m + 1) / m) * m;
}
/** round n up to nearest multiple of m */
long roundUp(long n, long m) {
return n >= 0 ? ((n + m - 1) / m) * m : (n / m) * m;
}
@JoshClose
JoshClose / ColorExtensions.cs
Created November 15, 2011 15:21
Changing Color Tint with C#
public static class ColorExtensions
{
/// <summary>
/// Tints the color by the given percent.
/// </summary>
/// <param name="color">The color being tinted.</param>
/// <param name="percent">The percent to tint. Ex: 0.1 will make the color 10% lighter.</param>
/// <returns>The new tinted color.</returns>
public static Color Lighten( this Color color, float percent )
{
@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

@capnslipp
capnslipp / NonDrawingGraphic.cs
Last active April 20, 2024 17:48
A UnityEngine.UI.Graphic subclass that provides only raycast targeting, skipping all drawing.
/// @creator: Slipp Douglas Thompson
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>.
/// @purpose: A UnityEngine.UI.Graphic subclass that provides only raycast targeting, skipping all drawing.
/// @why: Because this functionality should be built-into Unity.
/// @usage: Add a `NonDrawingGraphic` component to the GameObject you want clickable, but without its own image/graphics.
/// @intended project path: Assets/Plugins/UnityEngine UI Extensions/NonDrawingGraphic.cs
/// @interwebsouce: https://gist.github.com/capnslipp/349c18283f2fea316369
using UnityEngine;
using UnityEngine.UI;
@jagrosh
jagrosh / Github Webhook Tutorial.md
Last active July 23, 2024 22:30
Simple Github -> Discord webhook

Step 1 - Make a Discord Webhook

  1. Find the Discord channel in which you would like to send commits and other updates

  2. In the settings for that channel, find the Webhooks option and create a new webhook. Note: Do NOT give this URL out to the public. Anyone or service can post messages to this channel, without even needing to be in the server. Keep it safe! WebhookDiscord

Step 2 - Set up the webhook on Github

  1. Navigate to your repository on Github, and open the Settings Settings
@zwcloud
zwcloud / Dog.cs
Created November 21, 2016 08:38
An example on embedding Mono runtime in C/C++.
using System;
public class Dog
{
static public void Type()
{
Console.WriteLine("a Dog!");
}
public void Bark()
{
@roy-t
roy-t / xna4_vs2017.md
Last active February 19, 2023 10:43
Install XNA 4.0 under Microsoft Visual Studio 2017

This guide will provide you with a workaround for using XNA in Visual Studio 2017. This will solve problems with the target files and Microsoft.Build.Framework.dll such as: Error loading pipeline assembly "C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.0\Microsoft.Build.Framework.dll"

  1. Download a modified version of the XNA vsix: https://mxa.codeplex.com/
  2. Unzip XNA Game Studio 4.0.vsix and replace the <Installation /> tag in extension.vsixmanifest with this:
 <Installation InstalledByMsi="false">
    <InstallationTarget Version="[12.0,16.0)" Id="Microsoft.VisualStudio.VSWinDesktopExpress" />
    <InstallationTarget Version="[12.0,16.0)" Id="Microsoft.VisualStudio.Pro" />
@yasirkula
yasirkula / CircleGraphic.cs
Last active July 10, 2024 08:55
Create circles/ellipses in Unity UI system in one of three modes: FillInside, FillOutside and Edge.
using UnityEngine;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
// Custom Editor to order the variables in the Inspector similar to Image component
[CustomEditor( typeof( CircleGraphic ) ), CanEditMultipleObjects]
public class CircleGraphicEditor : Editor
{
@aymericbeaumet
aymericbeaumet / delete-likes-from-twitter.md
Last active July 24, 2024 19:17
[Recipe] Delete all your likes/favorites from Twitter

Ever wanted to delete all your likes/favorites from Twitter but only found broken/expensive tools? You are in the right place.

  1. Go to: https://twitter.com/{username}/likes
  2. Open the console and run the following JavaScript code:
setInterval(() => {
  for (const d of document.querySelectorAll('div[data-testid="unlike"]')) {
    d.click()
 }
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 26, 2024 01:53
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d