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@tsiege
tsiege / The Technical Interview Cheat Sheet.md
Last active May 7, 2025 05:43
This is my technical interview cheat sheet. Feel free to fork it or do whatever you want with it. PLEASE let me know if there are any errors or if anything crucial is missing. I will add more links soon.

ANNOUNCEMENT

I have moved this over to the Tech Interview Cheat Sheet Repo and has been expanded and even has code challenges you can run and practice against!






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@BastienClement
BastienClement / gist:b34f14dd93381498a7a1
Created June 17, 2014 17:20
The CASC (Content Addressable Storage Container) Filesystem
---------------------------------------------------------------------
| The CASC (Content Addressable Storage Container) Filesystem |
| Warlords of Draenor Alpha, Build 6.0.1.18125 |
| Written April 14th, 2014 by Caali |
| Version 1.2 |
---------------------------------------------------------------------
Distribution and reproduction of this specification are allowed without
limitation, as long as it is not altered. Quotation in other works is
freely allowed, as long as the source and author of the quote are stated.
@jcdickinson
jcdickinson / workstealingstack.h
Last active March 26, 2023 04:15
C++ Lock-Free Work Stealing Stack
#pragma once
#include <atomic>
// A lock-free stack.
// Push = single producer
// Pop = single consumer (same thread as push)
// Steal = multiple consumer
// All methods, including Push, may fail. Re-issue the request
// if that occurs (spinwait).
@miguelcma
miguelcma / DeviceUID.m
Created May 25, 2015 15:09
iOS Unique Device ID that persists between app reinstalls
/* DeviceUID.h
#import <Foundation/Foundation.h>
@interface DeviceUID : NSObject
+ (NSString *)uid;
@end
*/
// Device.m
@PurpleBooth
PurpleBooth / README-Template.md
Last active May 5, 2025 01:35
A template to make good README.md

Project Title

One Paragraph of project description goes here

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.

Prerequisites

@reklis
reklis / Example.cpp
Created September 15, 2015 19:40
reliability-and-flow-control
/*
Reliability and Flow Control Example
From "Networking for Game Programmers" - http://www.gaffer.org/networking-for-game-programmers
Author: Glenn Fiedler <[email protected]>
*/
#include <iostream>
#include <fstream>
#include <string>
#include <vector>
@tsubaki
tsubaki / ExportSprites.cs
Last active August 18, 2019 06:24
Load Multiple Sprite with scriptableObject
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ExportSprites {
[MenuItem("Assets/Create/SpriteScriptableObject")]
static void Export()
{
foreach (var sprite in Selection.objects) {
@westhillapps
westhillapps / JsonUtilityTest.cs
Last active May 23, 2023 09:30
JsonUtility Test
using System;
using System.Collections.Generic;
using UnityEngine;
public class JsonUtilityTest : MonoBehaviour
{
private void Start ()
{
var orgTest = new TestClass();
orgTest.Log();
@xDavidLeon
xDavidLeon / UnityStandardBRDF.cginc
Created March 26, 2016 10:38
UnityStandardBRDF modification for Cel Shading.
#ifndef UNITY_STANDARD_BRDF_INCLUDED
#define UNITY_STANDARD_BRDF_INCLUDED
#include "UnityCG.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityLightingCommon.cginc"
//-------------------------------------------------------------------------------------
// Legacy, to keep backwards compatibility for (pre Unity 5.3) custom user shaders:
#define unity_LightGammaCorrectionConsts_PIDiv4 (IsGammaSpace()? (UNITY_PI/4)*(UNITY_PI/4): (UNITY_PI/4))
@MattRix
MattRix / UnityEditorIcons.txt
Last active April 26, 2025 11:15
A list of all the built-in EdtiorGUI icons in Unity. Use EditorGUIUtility.IconContent([icon name]) to access them.
ScriptableObject Icon
_Popup
_Help
Clipboard
SocialNetworks.UDNOpen
SocialNetworks.Tweet
SocialNetworks.FacebookShare
SocialNetworks.LinkedInShare
SocialNetworks.UDNLogo
animationvisibilitytoggleoff