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Happiness should be a pure function without any parameters.

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@jamiephan
jamiephan / README.md
Last active October 27, 2025 11:42
A script to automatically add ALL items to your account in quixel

Script to add all items from quixel

As quixel is being removed, all items are free to aquire. This script is to automate the process to add items to your account (As of writing, a total of 18874 items)

Note: This script only tested in the latest version of Chrome.

How to use

  1. Copy the script from below (run.js)
  2. Login into https://quixel.com
@caksoylar
caksoylar / 01_README.md
Last active October 3, 2024 23:14
ZMK studio proposed physical layout definition visualizer + converter to devicetree
@wareya
wareya / spi_recorder.ino
Last active May 8, 2025 07:55
long SPI message recorder - rasberry pi pico (rp2040), arduino IDE .ino file (C++)
// wiring example for ripping a PMW3360 SROM: https://i.imgur.com/EspAlvz.jpeg
// set the board to 240mhz or higher for best results (WARNING: higher than 240mhz only works with USB if you overvolt the MCU)
// this implements reading SPI mode 3. if you want a different mode, you need to edit these two lines:
// uint32_t clockval = (1 << pin_clock);
// if (newclock && !clockval && buff_i < buffsize)
#include <pico/stdlib.h>
#define buffsize 50000
#lang racket
(define (expr? e)
(match e
[(? number? n) #t]
[(? symbol? x) #t]
[`(λ (,(? symbol? x)) ,(? expr? e)) #t]
[`(,(? expr? e0) ,(? expr? e1)) #t]
[_ #f]))
@derekantrican
derekantrican / Raspberry pi logo multicolor.gcode
Created October 28, 2023 17:56
Gcode for printing a raspberry pi logo on a BambLab P1P in 3 colors
; HEADER_BLOCK_START
; BambuStudio 01.07.04.52
; model printing time: 7m 41s; total estimated time: 13m 28s
; total layer number: 10
; model label id: 775
; HEADER_BLOCK_END
; CONFIG_BLOCK_START
; accel_to_decel_enable = 0
; accel_to_decel_factor = 50%
@davesnx
davesnx / index.md
Last active October 10, 2024 16:04
Safer Tailwind with OCaml-derived languages

Safer Tailwind with OCaml-derived languages (OCaml, Reason, ReScript or Melange)

Tailwind is optimised to work with JavaScript/TypeScript ecosystems, but other languages might have good integrations also.

This is the case for OCaml-derived languages that are used to do Frontend development. For the most part, a tighter integration might not be needed and using the Tailwind setup guide and regular classNames with strings is good enought.

let make = (~text) => {
  <h1 className="text-3xl font-bold underline">{React.string(text)}<h1>
@reduz
reduz / godot_over_time1.md
Last active December 2, 2024 23:38
Godot source code in 2002

This is a walkthrough to the Godot codebase over time. I can't publish full repositories, but I will put here the interfaces of some APIs including the year they were created and how they looked like at the time.

2002, Larvotor

This was the first version of the engine as such. It was later on used to create Regnum Oline. This is source code where I am sure I can still put legally here. Here are some class interfaces.

Mesh class:

@cutiepoka
cutiepoka / gist:a9347c68bfcf29060926a8af46bb1701
Created October 6, 2023 18:18
Youtube allow ads popup blocker
// ==UserScript==
// @name youtube popup killer
// @namespace http://tampermonkey.net/
// @version 0.3
// @description try to take over the world!
// @author Selbereth
// @match https://*.youtube.com/*
// @icon https://www.google.com/s2/favicons?sz=64&domain=youtube.com
// @grant none
// ==/UserScript==
@passivestar
passivestar / Editor.tres
Last active January 12, 2025 21:14
Godot editor theme
[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"]
content_margin_left = 10.5
content_margin_top = 8.75
content_margin_right = 10.5
content_margin_bottom = 8.75
bg_color = Color(0.117647, 0.117647, 0.117647, 1)
draw_center = false
border_color = Color(1, 1, 1, 0.137255)

During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:

  • Godot C# support is inefficient
  • Godot API and binding system is designed around GDScript
  • Godot is not production ready

In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot