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@mildsunrise
mildsunrise / README.md
Last active November 14, 2024 09:21
Documentation of Tuya's weird compression scheme for IR codes

[Tuya][]'s IR blasters, like the [ZS08][], have the ability to both learn and blast generic IR codes. These IR codes are given to the user as an opaque string, like this:

A/IEiwFAAwbJAfIE8gSLIAUBiwFAC+ADAwuLAfIE8gSLAckBRx9AB0ADBskB8gTyBIsgBQGLAUALA4sB8gRAB8ADBfIEiwHJAeARLwHJAeAFAwHyBOC5LwGLAeA97wOLAfIE4RcfBYsB8gTyBEAFAYsB4AcrCYsB8gTyBIsByQHgPY8DyQHyBOAHAwHyBEAX4BVfBIsB8gTJoAMF8gSLAckB4BUvAckB4AEDBfIEiwHJAQ==

Not much is known about the format of these IR code strings, which makes it difficult to use codes obtained through other means (such as a

@dwilliamson
dwilliamson / ModifiedMarchingCubes.js
Created February 8, 2022 16:20
Transvoxel's Modified Marching Cubes Lookup Tables
//
// Lookup Tables for Transvoxel's Modified Marching Cubes
//
// Unlike the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm), these tables guarantee
// a closed mesh "whose connected components are continuous and free of holes."
//
// Rotations are prioritised over inversions so that 3 of the 6 cases containing ambiguous faces are never added. 3 extra
// cases are added as a post-process, overriding inverses through custom-build rotations to eliminate the rest.
//
// Uses the exact same co-ordinate system as https://gist.github.com/dwilliamson/c041e3454a713e58baf6e4f8e5fffecd
@d7samurai
d7samurai / .readme.md
Last active October 29, 2024 21:33
Minimal D3D11 pt2

Minimal D3D11 part 2

Follow-up to Minimal D3D11, adding instanced rendering. As before: An uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft.

The main difference here is that the hollow cube is rendered using DrawIndexedInstanced (which saves a lot of vertices compared to the original, so model data is now small enough to be included in the source without being too much in the way), but also all trigonometry and matrix math is moved to the vertex shader, further simplifying the main code.

Each instance is merely this piece of geometry, consisting of 4 triangles:

instanced1

..which is

@Lucretiel
Lucretiel / lisplusplus.cpp
Created October 19, 2021 23:27
Demo of lisp implemented by overloading the comma operator
#include "liscpp.h"
using namespace std;
int main()
{
ReadEvalPrint(
(Let,
tok(fold), (Lambda, tok(F), tok(I), tok(L),
echo "hello 😺 मनीष بسم 好あaa" && echo "aaaaaaaaaaaaaaaaaaaaaaaa"
@JettMonstersGoBoom
JettMonstersGoBoom / makefile
Created January 6, 2021 15:38
opengl context from a makefile ( win32 with TCC )
#if 0
.PHONY: run
run:
tcc -run makefile
ifeq (0, 1)
#endif
#include <GL/gl.h>
#include "stdio.h"
@the6p4c
the6p4c / cursed.c
Created August 27, 2020 02:23
hey! don't do this!
#include <stdio.h>
#include <string.h>
#include <stdint.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#include <sys/io.h>
#include <sys/mman.h>
#include "elf.h"
@d7samurai
d7samurai / .readme.md
Last active November 17, 2024 13:00
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 part 2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 part 3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.

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@flibitijibibo
flibitijibibo / flibitPackaging.md
Created June 17, 2016 16:00
Hope you like reading ldd output!

A week ago I was CC'd in on a thread about Linux packaging, and how to avoid doing it the wrong way (i.e. RPM, Deb, etc.). I've always used MojoSetup and I've never forced distributions to do any additional work, but this is still a new concept to a lot of people. Additionally, Amos suggested that I expand on Itch's FNA appendix, so here's a guide on how I package my games.

This is a bit of an expansion on my MAGFest 2016 presentation, which you can find here:

http://www.flibitijibibo.com/magfest2016/

https://www.youtube.com/watch?v=B83CWUh0Log

I would recommend looking at that first! After that, read on...