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@tattyd
tattyd / Shadow.cs
Last active April 1, 2025 08:26
Soft shadow control for Unity UI Toolkit
/* MIT License
Copyright (c) 2022 David Tattersall
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
@ompuco
ompuco / PSXDither.hlsl
Last active May 23, 2025 22:00
Color dither & truncation based on Sony's PlayStation (1) hardware features & limitations.
#ifdef PSXDTH
#else
#define PSXDTH
//PS1 Hardware Dithering & Color Precision Truncation Function
//by ompu co | Sam Blye (c) 2020
//PS1 dither table from PSYDEV SDK documentation
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 20, 2025 06:03
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

@mattdesl
mattdesl / ComplexSketch.svelte
Last active October 3, 2021 21:32
svelte musings
<script>
import delaunay from 'delaunay-triangulate';
import { Slider, Color } from 'texel/ui';
// This will get passed in with the P5 instance
export let p5;
// Size of the canvas in pixels
export let width = 256;
export let height = 256;
@cmod
cmod / hugofastsearch.md
Last active May 15, 2025 12:01 — forked from eddiewebb/readme.md
Fast, instant client side search for Hugo static site generator
@swyxio
swyxio / cloudos.md
Last active May 3, 2023 12:23
Cloud Operating Systems and Reconstituting the Monolith. tweet responses: https://twitter.com/swyx/status/1226257539886669825?s=20
@shakna-israel
shakna-israel / LetsDestroyC.md
Created January 30, 2020 03:50
Let's Destroy C

Let's Destroy C

I have a pet project I work on, every now and then. CNoEvil.

The concept is simple enough.

What if, for a moment, we forgot all the rules we know. That we ignore every good idea, and accept all the terrible ones. That nothing is off limits. Can we turn C into a new language? Can we do what Lisp and Forth let the over-eager programmer do, but in C?


@jmcd
jmcd / RedmondButtonStyle.swift
Last active August 13, 2024 15:46
SwiftUI ButtonStyle that mimics classic beveled buttons from NeXTSTEP and Windows 95
import SwiftUI
extension Color {
static var redmondBackground = Color(white: 0.78)
static var redmondShadow = Color(white: 0.55)
}
extension Font {
static var redmondLabel = Font(UIFont(name: "MicrosoftSansSerif", size: UIFont.labelFontSize)!)
}
using UnityEngine;
public class MeshBlit : MonoBehaviour
{
public RenderTexture rt;
public Mesh mesh;
public Material material;
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1);
@antonkudin
antonkudin / logoAssembler.cs
Last active May 2, 2019 10:34
MegaSphere logo assembler
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class logoAssembler : MonoBehaviour {
[SerializeField] bool debugMe;
[SerializeField] bool remakePixels;
[SerializeField] bool autoPlay;
[SerializeField][Range(0,10)] float autoDur = 10;