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@d7samurai
d7samurai / .readme.md
Last active October 8, 2024 23:35
Minimal D3D11 sprite renderer

Minimal D3D11 sprite renderer

Minimal D3D11 sprite renderer: basic back-to-front sprite rendering reference code with example sprite sheet animation logic. As usual: Complete, runnable single-function app. No modern C++ / OOP / obscuring cruft.

adventurer

Swap out the sprite sheet with a font atlas for a lightweight GUI / text renderer. Clip individual sprites and glyphs by offsetting screenPos and atlasPos to top left corner of visible area and adjusting size accordingly (all values in pixels):

sprite.screenPos.x += 17;
sprite.screenPos.y += 10;
Readme: In the following pseudo code, [] indicates a subroutine.
Sometimes I choose to write the subroutine inline under the [] in order to maintain context.
One important fact about the way rollbacks are handled here is that we are storing state for every frame.
In any real implementation you only need to store one game state at a time. Storing a game
state for every frame allows us to only rollback to the first frame where the predicted inputs don't match the true ones.
==Constants==
MAX_ROLLBACK_FRAMES := Any Positive Integer # Specifies the maximum number of frames that can be resimulated
FRAME_ADVANTAGE_LIMIT := Any Positive Integer # Specifies the number of frames the local client can progress ahead of the remote client before time synchronizing.
@d7samurai
d7samurai / .readme.md
Last active October 25, 2024 20:11
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

Also check out Minimal D3D11 part 2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 part 3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.

@serg0x
serg0x / material-design-shadows.css
Last active November 1, 2024 00:27
Google material design elevation system shadows as css. Based on https://material.io/design/environment/elevation.html#default-elevations Exported with Sketchapp from the Google material design theme editor plugin "Baseline" theme.
/* Shadow 0dp */
box-shadow: none;
/* Shadow 1dp */
box-shadow: 0 1px 1px 0 rgba(0,0,0,0.14), 0 2px 1px -1px rgba(0,0,0,0.12), 0 1px 3px 0 rgba(0,0,0,0.20);
/* Shadow 2dp */
box-shadow: 0 2px 2px 0 rgba(0,0,0,0.14), 0 3px 1px -2px rgba(0,0,0,0.12), 0 1px 5px 0 rgba(0,0,0,0.20);
/* Shadow 3dp */
@heroheman
heroheman / ranger-cheatsheet.md
Last active November 2, 2024 18:57
Ranger Cheatsheet

Ranger Cheatsheet

General

Shortcut Description
ranger Start Ranger
Q Quit Ranger
R Reload current directory
? Ranger Manpages / Shortcuts
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
mtllib cube.mtl
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
@JadenGeller
JadenGeller / ClassReflection.swift
Last active March 8, 2021 18:10
Swift Class Reflection Without Valid Instance
/* -fno-objc-arc
CFTypeRef _unsafeCreatePartiallyInitialized(Class c) {
Method method = class_getInstanceMethod([NSObject class], @selector(init));
IMP imp = method_getImplementation(method);
return ((id (*)(id, SEL))imp)([c alloc], @selector(init));
}
void _unsafeDestructPartiallyInitialized(CFTypeRef x) {
Method method = class_getInstanceMethod([NSObject class], @selector(dealloc));
IMP imp = method_getImplementation(method);