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@veekaybee
veekaybee / normcore-llm.md
Last active May 4, 2024 15:58
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

@justin808
justin808 / .pryrc
Last active April 4, 2024 11:04
Updated .pryrc with option to remove pry-byebug
# Using these pry gems -- copy to your Gemfile
# group :development, :test do
# gem 'awesome_print' # pretty print ruby objects
# gem 'pry' # Console with powerful introspection capabilities
# # pick either:
# # using byebug, but has issues with Zeitwerk
# gem 'pry-byebug' # Integrates pry with byebug
#
# # using default ruby debuggger
# gem 'pry-stack_explorer'
@searls
searls / whereable.rb
Created September 4, 2021 16:06
The initial implementation of a Whereable query filter for KameSame.
class Whereable
def initialize(where:, model: Item, ranking_conditions: [], valid: true, data_source: nil)
@model = model
@where = where
@data_source = data_source
@ranking_conditions = ranking_conditions
@valid = valid
end
def valid?
@munificent
munificent / generate.c
Last active May 1, 2024 20:06
A random dungeon generator that fits on a business card
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
#define r return // 2008-2019
#define l(a, b, c, d) for (i y=a;y\
<b; y++) for (int x = c; x < d; x++)
typedef int i;const i H=40;const i W
=80;i m[40][80];i g(i x){r rand()%x;
}void cave(i s){i w=g(10)+5;i h=g(6)
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u
@simonbroggi
simonbroggi / BuildAutomation.cs
Last active March 14, 2024 06:01
Build mutliple Unity applications for multiple platforms with one click
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class BuildAutomation {
public struct BuildTargetAndGroup {
public BuildTargetGroup group;
public BuildTarget target;
@yossorion
yossorion / what-i-wish-id-known-about-equity-before-joining-a-unicorn.md
Last active April 7, 2024 22:55
What I Wish I'd Known About Equity Before Joining A Unicorn

What I Wish I'd Known About Equity Before Joining A Unicorn

Disclaimer: This piece is written anonymously. The names of a few particular companies are mentioned, but as common examples only.

This is a short write-up on things that I wish I'd known and considered before joining a private company (aka startup, aka unicorn in some cases). I'm not trying to make the case that you should never join a private company, but the power imbalance between founder and employee is extreme, and that potential candidates would

/**
* Author: David Asmuth
* Contact: piranha771@gmail.com
* License: Public domain
*
* Converts the .fbx model
* from Blender orientation system (Z is up, Y is forward)
* to the Unity3D orientation system (Y is up, Z is forward)
*/
using System.IO;
@ThePhiMa
ThePhiMa / Blend Add Particle.shader
Created August 18, 2016 12:45
Blend Add Shader (as used in Diablo 3)
// Blend Add Shader (as used in Diablo 3)
// Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency.
// Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features.
// Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX
Shader "Custom/Blend Add Particle Test"
{
Properties
{
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5
@nemotoo
nemotoo / .gitattributes
Last active May 2, 2024 18:33
.gitattributes for Unity3D with git-lfs
## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
@sinclairtarget
sinclairtarget / BasicGradient.shader
Created January 25, 2016 03:04
Simple Gradient Shader
Shader "Custom/BasicGradient"
{
Properties
{
_TopColor ("Top Color", Color) = (1, 1, 1, 1)
_BottomColor ("Bottom Color", Color) = (1, 1, 1, 1)
_RampTex ("Ramp Texture", 2D) = "white" {}
}
SubShader