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@regner
regner / BuildProject.xml
Last active October 5, 2025 03:14
A sample BuildGraph script for building, cooking, and packaging an Unreal project.
<?xml version='1.0' ?>
<!--
Why is this one giant script instead of a bunch of smaller scripts?
Mostly this comes down to BuildGraph and personal preference. As the language BuildGraph isn't
really much of a programming language there is no easy way to use an IDE and jump between
includes, find usages of variables, and just generally quickly search things. It was found to
be easier to have a single large file that a developer can quickly jump up and down in when
trying to understand what the BuildGraph script is doing.
Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always
@jchandra74
jchandra74 / openssl.MD
Last active March 17, 2025 15:25
HOWTO: Create Your Own Self-Signed Certificate with Subject Alternative Names Using OpenSSL in Ubuntu Bash for Window

HOWTO: Create Your Own Self-Signed Certificate with Subject Alternative Names Using OpenSSL in Ubuntu Bash for Window

Overview

My main development workstation is a Windows 10 machine, so we'll approach this from that viewpoint.

Recently, Google Chrome started giving me a warning when I open a site that uses https and self-signed certificate on my local development machine due to some SSL certificate issues like the one below:

Self-Signed SSL Issue in Chrome

@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active October 5, 2025 17:15
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);