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@domenic
domenic / README.md
Last active June 24, 2021 16:37
Using promises in a UI context

The scenario:

  • We are writing a digital textbook-reading app.
  • Most of the time you have a "basic" license for your textbook, but one (and only one) of your computers can request an "enhanced" license.
  • You can only print from the computer with the enhanced license.

The problem statement:

@rygorous
rygorous / gist:5379497
Created April 13, 2013 18:25
How I got my job at RAD.
First mail I ever got from Jeff:
----
From: Jeff Roberts
Subject: dude!
To: Fabian "ryg" Giesen
Date: 5/17/2009 2:42PM
Hey, man - I don't think we have ever talked before directly!
@staltz
staltz / introrx.md
Last active July 22, 2024 09:31
The introduction to Reactive Programming you've been missing
Shader "Custom/yar" {
Properties {
_ColorLow ("Color Low", COLOR) = (1,1,1,1)
_ColorHigh ("Color High", COLOR) = (1,1,1,1)
_yPosLow ("Y Pos Low", Float) = 0
_yPosHigh ("Y Pos High", Float) = 10
_GradientStrength ("Graident Strength", Float) = 1
_EmissiveStrengh ("Emissive Strengh ", Float) = 1
_ColorX ("Color X", COLOR) = (1,1,1,1)
_ColorY ("Color Y", COLOR) = (1,1,1,1)
@jbevain
jbevain / README.md
Last active November 16, 2023 12:11
pdb2mdb for Visual Studio 2015

The Visual Studio Tools for Unity are able to convert .NET debug symbol files (namely pdb files) to debug symbols files that are understood by Unity's scripting engine (namely .dll.mdb files) when importing both the .dll and the .pdb in the Assets folder.

If you prefer to handle the conversion yourself you need to call a tool named pdb2mdb on the .dll associated with the .pdb:

pdb2mdb MyLibrary.dll

Will produce a MyLibrary.dll.mdb usable on Unity if MyLibrary.pdb is present.

@mmozeiko
mmozeiko / incbin.c
Last active July 21, 2024 21:12
Include binary file with gcc/clang
#include <stdio.h>
#define STR2(x) #x
#define STR(x) STR2(x)
#ifdef _WIN32
#define INCBIN_SECTION ".rdata, \"dr\""
#else
#define INCBIN_SECTION ".rodata"
#endif
@bkaradzic
bkaradzic / orthodoxc++.md
Last active July 19, 2024 23:17
Orthodox C++

Orthodox C++

What is Orthodox C++?

Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.

Why not Modern C++?

@niklas-ourmachinery
niklas-ourmachinery / identifying-controls-in-an-imgui.md
Last active January 24, 2023 06:09
Identifying controls in an IMGUI

Identifying controls in an IMGUI

In an IMGUI we need a way to identify which control is active or hot. For example, when we press a key, which text box does the text go to.

Possible options:

  1. Sequential number (Unity)

Each control drawn gets a sequentially increasing number.

@evanw
evanw / 0_stackify.ts
Last active June 11, 2024 21:18
Example "stackify" algorithm for turning SSA into WASM
// This code demonstrates a simplified "stackification" algorithm to turn
// instructions in a basic block back into a tree. This is useful when
// generating WebAssembly code from assembly instructions in SSA form.
//
// It's the algorithm used by LLVM's WebAssembly backend, viewable here:
// https://github.com/llvm-mirror/llvm/blob/master/lib/Target/WebAssembly/WebAssemblyRegStackify.cpp
type InsKind =
'Add' |
'LocalSet' |
@d7samurai
d7samurai / .readme.md
Last active July 14, 2024 04:23
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Also check out Minimal D3D11 pt2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 pt3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.