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@OrionReed
OrionReed / dom3d.js
Last active December 9, 2025 17:22
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);
@pr0g
pr0g / imgui_impl_bgfx.cpp
Last active September 14, 2025 10:53 — forked from RichardGale/imgui_impl_bgfx.cpp
imgui+bgfx
// 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 December 2, 2025 17:16
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

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](https:

@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?