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@mildsunrise
mildsunrise / README.md
Last active November 1, 2025 13:53
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 August 17, 2025 16:07
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 1, 2025 16:44
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

Other gists in this series:

@marcan
marcan / canon-ef-protocol-notes.md
Last active October 11, 2025 12:21
Canon EF protocol notes

Testing done using a Canon EOS 600D and a Canon EF-S18-55mm f/3.5-5.6 IS II.

Pinout

  1. VBAT
  2. DET (common with P-GND on lens side)
  3. P-GND
  4. VDD
  5. DCL
  6. DLC
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