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remzmike / 00-overview.md
Last active March 28, 2023 20:03
Hello C : 00 : overview
@vexe
vexe / Unity_Unreal.md
Last active April 18, 2024 18:46
My personal experience. Unity vs Unreal

This is intended to answer a question Casey Muratori had on twitter about why would anyone choose Unity over Unreal. The short answer is, I have no clue. Well, I kinda do know why you WOULDN'T choose it, so maybe I'll tackle it that way, pros/cons. Read on.

There's a few pros I could think for Unity:

  • Their text-based asset serialization which makes collobration work and resolving conflicts much easier. Unreal's assets are all binary and it's really built well for Perforce, if you're more than a handful of people working together not using Perforce (e.g. git) you'll have a less of an idea time.

  • Their undo/redo system I found is a lot more graceful/lightweight than Unreal's. Undoing in Unreal sometimes doesn't work reliably or go back a dozen entries in history, and just reverts back your selection state and is a bit intrusive (not sure if that was imporved in UE5)

  • Their animation editor (for me as a non-animator) I found was friendlier and easier to work with

  • The profiler is nice and very easy to us

@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.

@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++?

@mehowte
mehowte / What if-wrocloverb-2015.md
Last active September 22, 2018 21:59
Presentation by Michal Taszycki delivered at the Wroc_love.rb conference on 2015-03-13.

What if... ?

Presentation by Michal Taszycki delivered at the Wroc_love.rb conference on 2015-03-13.

Below you can find various links I've mentioned during the talk.

Yeah, well, that's just, like. You know, your opinion man.

The Video & Slides

@mikelehen
mikelehen / generate-pushid.js
Created February 11, 2015 17:34
JavaScript code for generating Firebase Push IDs
/**
* Fancy ID generator that creates 20-character string identifiers with the following properties:
*
* 1. They're based on timestamp so that they sort *after* any existing ids.
* 2. They contain 72-bits of random data after the timestamp so that IDs won't collide with other clients' IDs.
* 3. They sort *lexicographically* (so the timestamp is converted to characters that will sort properly).
* 4. They're monotonically increasing. Even if you generate more than one in the same timestamp, the
* latter ones will sort after the former ones. We do this by using the previous random bits
* but "incrementing" them by 1 (only in the case of a timestamp collision).
*/
@totherik
totherik / gist:3a4432f26eea1224ceeb
Last active June 16, 2024 13:42
v8 --allow-natives-syntax RuntimeFunctions
Per https://code.google.com/p/v8/codesearch#v8/trunk/src/runtime.cc
%CreateSymbol
%CreatePrivateSymbol
%CreateGlobalPrivateSymbol
%NewSymbolWrapper
%SymbolDescription
%SymbolRegistry
%SymbolIsPrivate
@raydog
raydog / bullshit.js
Last active October 19, 2023 22:27
Bullshit as a Service
var E_PREFIX_RATE = 0.25;
// All of our word lists:
var _word_lists = {
verb : [
"implement", "utilize", "integrate", "streamline", "optimize", "evolve", "transform", "embrace",
"enable", "orchestrate", "leverage", "reinvent", "aggregate", "architect", "enhance", "incentivize",
"morph", "empower", "envisioneer", "monetize", "harness", "facilitate", "seize", "disintermediate",
@h3h
h3h / gist:4437224
Last active May 3, 2021 15:02
My thoughts on Open Allocation, from Michael O. Church.

Original Post

Evaluating Team Members

If people want to move, and the leads of those projects deem them qualified, there’s no reason not to allow this.

Deeming someone qualified is a pretty nuanced and difficult process. I wouldn’t expect all or even most temporary tech leads to get it right (or even be close) for a long time.