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View cornell_box_scenekit.swift
import Foundation
import SceneKit
import GLKit
class World {
let scene = SCNScene()
func setUp() {
let worldNode = scene.rootNode
addLights(to: worldNode)
View KeyboardHackViewController.swift
// ViewController.swift
// KeyboardTransitionBug
// Created by Sid on 07/12/2017.
// Copyright © 2017 Picnic. All rights reserved.
import UIKit
View Sid.dvtcolortheme
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "">
<plist version="1.0">
<string>0 0 0 1</string>
<string>Menlo-Bold - 11.0</string>
<string>0 0 0 1</string>
chunkyguy / AudioManagerController.h
Last active Sep 30, 2016
How to cross fade between AVAudioPlayers
View AudioManagerController.h
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
View mvvm_tableView.swift
import UIKit
struct Album {
let title: String
class SwiftAlbumsTableViewController: UITableViewController {
@IBOutlet weak private var activityIndicator: UIActivityIndicatorView!
View QuadTree.h
// QuadTree.h
// Created by Sid on 24/01/14.
// Copyright (c) 2014 whackylabs. All rights reserved.
#ifndef QuadTree_h
#define QuadTree_h
View generic
import UIKit
func clamp<T:Comparable>(value:T, lowerBound:T, upperBound:T) -> T {
return min(max(lowerBound, value), upperBound)
func clamp(value:Vector2, lowerBound:Vector2, upperBound:Vector2) -> Vector2 {
return min(max(lowerBound, value), upperBound)
View generic
#include <iostream>
struct Vector2 {
float x;
float y;
Vector2(float x = 0, float y = 0) {
this->x = x;
View AsyncLoading.cpp
// AsyncLoading.cpp
// Created by Sid on 11/10/14.
// Copyright (c) 2014 whackylabs. All rights reserved.
// Context:
/** Output:
chunkyguy / wl_texture_atlas_format
Created Aug 25, 2014
Texture Atlas format for use in an upcoming game engine. This format works with
View wl_texture_atlas_format
<?xml version="1.0" encoding="UTF-8"?>
<textureName>{{ }}</textureName>
<textureExtension>{{ }}</textureExtension>
<textureSize>{{ metadata.size }}</textureSize>
{% for sprite in spritesAndAliases %}
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