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@munificent
munificent / generate.c
Last active August 29, 2025 13:51
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
@LotteMakesStuff
LotteMakesStuff / 1.md
Last active June 30, 2025 09:30
UPM: How to make a custom package

UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!


Todo

  • Modify the project manifest
  • Make a package manifest
  • Package the manifest up with some test code
  • Try it out in Unity!

@ISSOtm
ISSOtm / to_c_or_not_to_c.md
Last active June 22, 2021 12:02
Writeup discussing programming toolchains, coding practices, and languages, for GB and GBC dev.

This document is now at https://gbdev.io/guides/tools.html, please go there instead. It's kept here to avoid breaking links and to preserve history.

Previous versions can be checked out by selecting the "Revisions" tab, and selecting "View file" in the three-dot drop-down menu.

@paulhayes
paulhayes / Sun.cs
Last active August 26, 2025 11:32
Rotates a Unity directional light based on location and time. Includes time scale, and frame stepping for continuous use.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Entropedia
{
[RequireComponent(typeof(Light))]
[ExecuteInEditMode]
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@Hamcha
Hamcha / SmoothFollow.cs
Created July 28, 2013 00:45
Stupid Unity scripts : "Smooth Follow" from Standard Assets
// Smooth Follow from Standard Assets
// Converted to C# because I fucking hate UnityScript and it's inexistant C# interoperability
// If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead.
using UnityEngine;
using System.Collections;
public class SmoothFollow : MonoBehaviour {
// The target we are following
public Transform target;
@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger ([email protected])
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no
@Alexis-D
Alexis-D / consumer.c
Created February 11, 2012 15:51
Producer / Consumer / Conditions variables / pthreads
#include <pthread.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#define BUF_SIZE 5
// the buffer works like a stack for
// the sake of simplicity, if needed
// we may implement a queue
@ncweinhold
ncweinhold / main.c
Created May 25, 2011 20:44
Calling Gambit-C scheme functions from C
#include <stdio.h>
#define ___VERSION 406001
#include "gambit.h"
#include "somescheme.h"
#define SCHEME_LIBRARY_LINKER ____20_somescheme__
___BEGIN_C_LINKAGE