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@vurtun
vurtun / Library writing.txt
Created September 12, 2016 11:20
Library writing
LIBRARY WRITING REFERENCE LIST
===============================
1.) Designing and Evaluating Reusable Components (Casey Muratori: http://mollyrocket.com/casey/stream_0028.html)
----------------------------------------------------------------------------------------------------------------
_THE_ reference on API design up to this day on the internet. Nobody should write a library without having seen this.
I come back to this talk every N number of weeks it is that good.
2.) stb_howto (Sean Barrett: https://github.com/nothings/stb/blob/master/docs/stb_howto.txt)
--------------------------------------------------------------------------------------------
Sean Barretts single header libraries (https://github.com/nothings/stb) was the first time for me that I came across
@NatWeiss
NatWeiss / .vimrc
Last active August 12, 2022 22:39
syntax enable
colorscheme xcode-dark
" attempt to fix issue
" :95;0c is already typed on starting vim (not nvim)
set t_u7=
set t_SH=
" no need to press shift to enter command mode
noremap ; :
@mowings
mowings / masq.sh
Last active September 25, 2023 20:00
script to get xet xhyve working with all vpn interfaces
#!/bin/bash
interfaces=( $(netstat -in | egrep 'utun\d .*\d+\.\d+\.\d+\.\d+' | cut -d ' ' -f 1) )
rulefile="rules.tmp"
echo "" > $rulefile
sudo pfctl -a com.apple/tun -F nat
for i in "${interfaces[@]}"
do
RULE="nat on ${i} proto {tcp, udp, icmp} from 192.168.64.0/24 to any -> ${i}"
echo $RULE >> $rulefile
done

API Design: Coroutines APIs (Janurary-2017)

I am currently dealing with a lot of libraries at work. Both third party as well as libraries written or being currently in process of being written by me. I absolutely love writing and working with libraries. Especially if they present or bring me to either a new or different approach to solve a problem. Or at least provide a different view.

Over time I noticed however that quite regulary we had to decide that we cannot use a third party library. Often it is the usual reason.

@bkaradzic
bkaradzic / why_i_think_immediate_mode_gui_is_way_to_go_for_gamedev_tools.md
Last active October 30, 2024 03:09
Why I think Immediate Mode GUI is way to go for GameDev tools

Why I think Immediate Mode GUI is way to go for GameDev tools

Prerequisites

Before you continue, if you don't know what IMGUI is don't bother reading this post, just ignore it, don't write anything in comments section, etc. If you're curious about IMGUI see bottom of this post, otherwise continue whatever you were doing, this post it's not for you. Thanks!

If you know what IMGUI is, for context read following presentations and blog posts:

  • Insomniac’s Web Tools Postmortem
@vurtun
vurtun / gui.md
Last active October 4, 2023 15:44

Graphical User Interfaces

For the last few weeks I spend some time coding, writing and cleaning up my notes from almost a year since I published nuklear.

Basically this is a possible implementation for a graphical user interface builder backend with support for an immediate mode style API. So it provides a way to define non-mutating UI state, an immediate mode style API for dynamic UI components (lists,trees,...) and a combination of both.

The core implementation is ~800 LOC without any kind of default widgets or extensions. At first this seems quite counter intuitive. However since the inherent design allows for lots of different ways to define any widget like buttons it does not make sense to provide a specific default implementation. The way this code was architectured furthermore removes the need for style/skinning configurations used in Nuklear since widget painting is just calling a small

Where you able to produce a binary directly from the Rust build tools that you could submit to the app/play store?


Not quite, but I tried to get as close to that as was reasonably possible. Alas, things ended up a little convoluted.

For iOS, I have a nearly empty Xcode project with a build script that copies my cargo produced executable into the .app that Xcode generates (before Xcode signs it). The build script also uses lipo to merge the executables for each architecture I’m targeting (e.g. armv7 and aarch64 for non-simulator devices) into a single, universal binary.

On top of that, there are various iOS-y things that need to happen before my application’s main method is called. SDL2 provides the Objective-C code that does all of that. In a C or C++ game, SDL2 renames main to SDL_main, and then [inserts its own mai

@vurtun
vurtun / api.md
Last active August 6, 2020 06:40
API Design: Modular Data-oriented processes

API Design: Modular Data-oriented processes (June-2017)

This is the second entry in my series about API design. While I wrote about granularity and request based APIs in my last post I want to write about API design and code architecture for modular data-oriented process this time. This is basically the write up of my findings while writing and finishing the core of my current GUI research quarks.

Actually sparking my interest for writing up my findings however was rasmusbarr@github (rasmusbarr@twitter) releasing his small data-oriented and SIMD-optimized 3D rigid body physics library. I noticed a lot of overlap in design between his physics and my GUI library and wanted to write up some general thoughts about what seems

@floooh
floooh / cmake_funcs.txt
Last active September 26, 2020 21:51
Fips generator example to copy files during build process
To invoke the generator from the cmake target you should define a helper macro in you project root's "fips-include.cmake" file:
macro(copy_files yml_file)
fips_generate(FROM ${yml_file}
TYPE filecopy
OUT_OF_SOURCE
ARGS "{ deploy_dir: \"${FIPS_PROJECT_DEPLOY_DIR}\" }")
endmacro()
In your cmake target definition you would then use this like:
@hjertnes
hjertnes / doom.txt
Created April 6, 2018 08:28
Doom Emacs Cheatsheet
SPC
SPC: find file
, switch buffer
. browse files
: MX
; EX
< switch buffer
` eval
u universal arg
x pop up scratch