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//
// Regular Expression for URL validation
//
// Author: Diego Perini
// Created: 2010/12/05
// Updated: 2018/09/12
// License: MIT
//
// Copyright (c) 2010-2018 Diego Perini (http://www.iport.it)
//
@sevir
sevir / base64.js
Created October 24, 2012 15:38
base64 for javascript in browser that it hasn't support window.atob or window.btoa (implemented in Firefox, Webkit and Opera latest versions)
/*
* Implements base64 decode and encode in browser that
* it hasn't support of window.btoa and window.atob
* methods.
* Based in Nick Galbreath
* http://code.google.com/p/stringencoders/source/browse/#svn/
* and Carlo Zottmann jQuery port
* http://github.com/carlo/jquery-base64
* Adapted by SeViR in DIGIO
*/
@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger (doppelheathen@gmail.com)
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no
@phg1024
phg1024 / threadexample.cpp
Last active November 9, 2023 08:06
a simple thread example to show thread-safe vector operation
#include <iostream>
#include <concurrent_vector.h>
#include <thread>
#include <algorithm>
#include <cstdlib>
#include <atomic>
#include <vector>
#include <mutex>
int counter = 0;
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active July 15, 2024 12:10
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@evands
evands / combine_static_libraries.sh
Created January 14, 2015 20:40
Combine multiple .a static libraries, which may each have multiple architectures, into a single static library
#!/bin/sh
# Combined all static libaries in the current directory into a single static library
# It is hardcoded to use the i386, armv7, and armv7s architectures; this can easily be changed via the 'archs' variable at the top
# The script takes a single argument, which is the name of the final, combined library to be created.
#
# For example:
# => combine_static_libraries.sh combined-library
#
# Script by Evan Schoenberg, Regular Rate and Rhythm Software
@alirobe
alirobe / reclaimWindows10.ps1
Last active July 3, 2024 09:36
This Windows 10 Setup Script turns off a bunch of unnecessary Windows 10 telemetery, bloatware, & privacy things. Not guaranteed to catch everything. Review and tweak before running. Reboot after running. Scripts for reversing are included and commented. Fork of https://github.com/Disassembler0/Win10-Initial-Setup-Script (different defaults). N.…
###
###
### UPDATE: For Win 11, I recommend using this tool in place of this script:
### https://christitus.com/windows-tool/
### https://github.com/ChrisTitusTech/winutil
### https://www.youtube.com/watch?v=6UQZ5oQg8XA
### iwr -useb https://christitus.com/win | iex
###
###
@mattdesl
mattdesl / IceMaterial.js
Last active May 17, 2024 09:48
fast subsurface scattering in ThreeJS PBR material — see "TRANSLUCENCY" in the frag shader
const glslify = require('glslify');
const path = require('path');
const assign = require('object-assign');
const defined = require('defined');
// This is the original source, we will copy + paste it for our own GLSL
// const vertexShader = THREE.ShaderChunk.meshphysical_vert;
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag;
// Our custom shaders
@kosua20
kosua20 / gist:0c506b81b3812ac900048059d2383126
Created March 18, 2017 18:35
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
/*============================================================================
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED

State of Roblox graphics API across all platforms, with percentage deltas since EOY 2017. Updated December 17 2018

Windows

API Share
Direct3D 11+ 80% (+3%)
Direct3D 10.1 10% (-1%)
Direct3D 10.0 8% (-1%)
Direct3D 9 2% (-1%)