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Ryan Christensen drawcode

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View jssimple.js
const $T = text => document.createTextNode(text)
function $E(tag, props, kids) {
const elem = document.createElement(tag)
for (const k in props) {
elem[k] = props[k]
for (const kid of kids) {
View dotnet-url-track.cs
public static string GetChromeUrl(Process process)
if (process == null)
throw new ArgumentNullException("process");
if (process.MainWindowHandle == IntPtr.Zero)
return null;
AutomationElement element = AutomationElement.FromHandle(process.MainWindowHandle);
if (element == null)
drawcode / AwesomeStruct.cpp
Created Apr 25, 2020 — forked from hanzochang/AwesomeStruct.cpp
[UE4(Unreal Engine 4)] Example for parsing json and creating struct instance from parsed json.
View AwesomeStruct.cpp
#include "ProcedualSpline.h"
#include "AwesomeStruct.h"
FAwesomeStruct FAwesomeStruct::BuildAwesomeStruct(
FVector AwesomeVector,
bool AwesomeBoolean,
float AwesomeFloat,
int32 AwesomeInteger,
FRotator AwesomeRotator
drawcode /
Created Apr 24, 2020 — forked from raysan5/
A small state-of-the-art study on custom engines



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) becaus

drawcode / publickey-git-error.markdown
Created Apr 5, 2020 — forked from adamjohnson/publickey-git-error.markdown
Fix "Permission denied (publickey)" error when pushing with Git
View publickey-git-error.markdown

"Help, I keep getting a 'Permission Denied (publickey)' error when I push!"

This means, on your local machine, you haven't made any SSH keys. Not to worry. Here's how to fix:

  1. Open git bash (Use the Windows search. To find it, type "git bash") or the Mac Terminal. Pro Tip: You can use any *nix based command prompt (but not the default Windows Command Prompt!)
  2. Type cd ~/.ssh. This will take you to the root directory for Git (Likely C:\Users\[YOUR-USER-NAME]\.ssh\ on Windows)
  3. Within the .ssh folder, there should be these two files: id_rsa and These are the files that tell your computer how to communicate with GitHub, BitBucket, or any other Git based service. Type ls to see a directory listing. If those two files don't show up, proceed to the next step. NOTE: Your SSH keys must be named id_rsa and in order for Git, GitHub, and BitBucket to recognize them by default.
  4. To create the SSH keys, type ssh-keygen -t rsa -C "". Th
View projectorwaves.hlsl
// For use with e.g. Media Player Classic
// (c) Mindbleach 2020 , no rights reserved
// Treat as licensed under MIT if that makes life easier for you.
// After
sampler s0 : register(s0);
float4 main(float2 tex : TEXCOORD0) : COLOR
View queryparam.js
function getParameterByName (name)
name = name.replace(/[\[]/, "\\\[").replace(/[\]]/, "\\\]");
var regexS = "[\\?&]" + name.toLowerCase() + "=([^&#]*)";
var regex = new RegExp(regexS);
var results = regex.exec(;
if (results == null)
return "";
return decodeURIComponent(results[1].replace(/\+/g, " "));
drawcode /
Last active Jan 7, 2020
Unity GPU Instancing

GPU Instancing (Unity)


Use GPU Instancing to draw (or render) multiple copies of the same Mesh at once, using a small number of draw calls. It is useful for drawing objects such as buildings, trees and grass, or other things that appear repeatedly in a Scene .

GPU Instancing only renders identical Meshes with each draw call, but each instance can have different parameters (for example, color or scale) to add variation and reduce the appearance of repetition.

View drawcode-pulse-slow-blue.glsl
//----Removed mouse-dependency, asymetrical from start
#ifdef GL_ES
precision mediump float;
uniform float time;
uniform vec2 mouse;
View maskunity.cs
You can use a special shader that only writes to the depth buffer. That's not so difficult, but you may end with a black area in the screen! The problem is: since this shader doesn't actually draw anything, the area behind the object will remain with the original image, which is defined by the camera's Clear Flags. In order to avoid this, you must handle the rendering order so that the background items are rendered first, then the invisible object, and finally the objects that may be obscured. You can do that by setting the property material.renderQueue of each object, assigning greater values to the ones that should be rendered last (read more about renderQueue values in the shader docs).
The shader itself could be as simple as this one:
Shader "Custom/InvisibleMask" {
SubShader {
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