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@wybiral
wybiral / noscript-tracking.go
Last active October 28, 2024 23:01
Tracking cursor position in real-time with remote monitoring (without JavaScript)
// Tracking cursor position in real-time without JavaScript
// Demo: https://twitter.com/davywtf/status/1124146339259002881
package main
import (
"fmt"
"net/http"
"strings"
)
@LotteMakesStuff
LotteMakesStuff / AutohookAttribute.cs
Last active March 18, 2025 14:51
[Autohook] property drawer for unity - Add this [Autohook] attribute to a property to and the inspector will automagically hook up a valid reference for you if it can find a component attached to the same game object that matches the field you put it on. You can watch a demo of this in action here https://youtu.be/faVt09NGzws <3
// NOTE DONT put in an editor folder!
using UnityEngine;
public class AutohookAttribute : PropertyAttribute
{
}
@CoryBloyd
CoryBloyd / SDLblit.cpp
Last active April 17, 2025 17:18
Minimal code to set up a window in SDL and blit from CPU RAM to the window
// This work (SDLblit.cpp, by Cory Bloyd) is free of known copyright restrictions.
// https://creativecommons.org/publicdomain/zero/1.0/
#include <SDL.h>
inline uint32_t argb(uint8_t a, uint8_t r, uint8_t g, uint8_t b) { return (a<<24) | (r << 16) | (g << 8) | (b << 0); }
int main(int argc, char *argv[]) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Rect screenRect = { 0,0,1024,1024 };
@MSylvia
MSylvia / SimpleENetSpanTestCase.cs
Created March 12, 2019 15:22 — forked from lazalong/SimpleENetSpanTestCase.cs
Simple Test Case to Send messages with ENet-Sharp & ENetStack
//
// Simple Test Case to Send messages with ENet-Sharp & ENetStack
// -------------------------------------------------------------
// steven 'lazalong' 2019
//
// If all goes smoothly you should see the followign log line:
// [Server] LogindData= OpCode= 4 passHash= 70 username= username
// UnityEngine.Debug:Log(Object)
// You will need the dll from the reference below.
// Reference:
#include <stdio.h>
#include <stdlib.h>
const int H = 40;
const int W = 80;
char map[H][W];
int rnd(int max) {
return rand() % max;
@munificent
munificent / generate.c
Last active July 4, 2025 13:39
A random dungeon generator that fits on a business card
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
#define r return // 2008-2019
#define l(a, b, c, d) for (i y=a;y\
<b; y++) for (int x = c; x < d; x++)
typedef int i;const i H=40;const i W
=80;i m[40][80];i g(i x){r rand()%x;
}void cave(i s){i w=g(10)+5;i h=g(6)
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u
@knightsc
knightsc / inject.c
Last active June 29, 2025 16:40
An example of how to inject code to call dlopen and load a dylib into a remote mach task. Tested on 10.13.6 and 10.14.3
#include <dlfcn.h>
#include <stdio.h>
#include <unistd.h>
#include <sys/types.h>
#include <mach/mach.h>
#include <mach/error.h>
#include <errno.h>
#include <stdlib.h>
#include <sys/sysctl.h>
#include <sys/mman.h>
@knightsc
knightsc / aspmig.c
Created February 14, 2019 16:18
Example of sedning notify_32bit_exec MIG message to syspolicyd
#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <mach/mach.h>
/*
This allows you to write to /var/db/SystemPolicyConfiguration/ExecPolicy
even with SIP on. Basically before syspolicyd determines if the values
you pass can be checked or not it will save them to the ExecPolicy
database.
@d7samurai
d7samurai / .readme.md
Last active July 20, 2025 02:25
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:

const key = (x, y) => {
return x + ',' + y
}
const unkey = k => {
return k.split(',').map(s => parseInt(s))
}
/* Given an x, y coordinate and a hashmap "x,y" => boolean values that indicate whether or not the tile at that
coordinate is blocked, this function will calculate the bitmask sum of the given coordinate. */
function computeBitmask(x, y, blockedCells) {