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@OrionReed
OrionReed / dom3d.js
Last active July 22, 2024 08:58
3D DOM viewer, copy-paste this into your console to visualise the DOM topographically.
// 3D Dom viewer, copy-paste this into your console to visualise the DOM as a stack of solid blocks.
// You can also minify and save it as a bookmarklet (https://www.freecodecamp.org/news/what-are-bookmarklets/)
(() => {
const SHOW_SIDES = false; // color sides of DOM nodes?
const COLOR_SURFACE = true; // color tops of DOM nodes?
const COLOR_RANDOM = false; // randomise color?
const COLOR_HUE = 190; // hue in HSL (https://hslpicker.com)
const MAX_ROTATION = 180; // set to 360 to rotate all the way round
const THICKNESS = 20; // thickness of layers
const DISTANCE = 10000; // ¯\\_(ツ)_/¯
@genotrance
genotrance / flecs.nim
Last active July 6, 2024 06:26
Nim wrapper for flecs using nimterop
# nim c -d:flecsGit -r flecs.nim
import os
import nimterop/[cimport, build]
const
baseDir = getProjectCacheDir("nimflecs")
getHeader(
@madskjeldgaard
madskjeldgaard / KloudGen.scd
Last active December 30, 2022 02:39
Sketch for a supercollider based cloud generator

/*

Sketch for a cloud generator

By Mads Kjeldgaard, 2020

*/ ( ~numChannels = 2; s.options.numOutputBusChannels_(~numChannels);

// Derived from this Gist by Richard Gale:
// https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
// ImGui BFFX binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture
// identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See
// main.cpp for an example of using this. If you use this binding you'll need to
// call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(),
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 21, 2024 06:51
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

@mikeananev
mikeananev / coder.clj
Last active April 8, 2024 19:38
Adaptive LZW compression on Clojure
(ns coder ;; org.rssys.lzw
(:require [clojure.java.io :as io])
(:import (java.io InputStream OutputStream)
(com.github.jinahya.bit.io StreamByteInput StreamByteOutput DefaultBitOutput DefaultBitInput)))
(def MAX-BITS-LENGTH 18)
(def EOF 256)
(defn lzw-encode-stream
[^InputStream in-stream ^OutputStream out-stream]
@Guevara-chan
Guevara-chan / rl_converter.coffee
Last active July 4, 2024 11:32
RayLib h2nim autoconverter
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- #
# RayLib h2nim autoconverter v0.05
# Developed in 2*20 by Guevara-chan
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- #
[fs, rl, http] = [require('fs'), require('readline'), require('https')] if process?
#.{ [Procedures]
sanity = (name, undes = /\*/g) ->
name = name.replace(undes, '')
if name in ['type', 'end', 'from', 'div', 'ptr'] then name + 'x' else name
[nix-shell:~/src/kakoune]$ find $XDG_RUNTIME_DIR/kak/foo
/run/user/1000/kak/foo
/run/user/1000/kak/foo/buffers
/run/user/1000/kak/foo/buffers/0x17d8610
/run/user/1000/kak/foo/buffers/0x17d8610/bufname
/run/user/1000/kak/foo/buffers/0x17d8610/buffile
/run/user/1000/kak/foo/buffers/0x17d8610/buf_line_count
/run/user/1000/kak/foo/buffers/0x17d8610/timestamp
/run/user/1000/kak/foo/buffers/0x17d8610/history_id
/run/user/1000/kak/foo/buffers/0x17d8610/modified

A Redux Story

Developer: "Doo Doo Doo... Working on the new Redux rewrite. Gotta write some fetch actions..."

FETCH_USERS -> function fetchUsersAction() {...}
FETCH_PAGES -> function fetchPagesAction() {...}
FETCH_FRIENDS -> function fetchFriendsAction() {...}
FETCH_GROUPS -> function fetchGroupsAction() {...}
FETCH_EVENTS -> function fetchEventsAction() {...}
@terabyte
terabyte / amazon.md
Created December 6, 2017 02:27
Amazon's Build System

Prologue

I wrote this answer on stackexchange, here: https://stackoverflow.com/posts/12597919/

It was wrongly deleted for containing "proprietary information" years later. I think that's bullshit so I am posting it here. Come at me.

The Question

Amazon is a SOA system with 100s of services (or so says Amazon Chief Technology Officer Werner Vogels). How do they handle build and release?