Skip to content

Instantly share code, notes, and snippets.

@jganzabal
jganzabal / Nvidia Titan XP + MacBook Pro + Akitio Node + Tensorflow + Keras.md
Last active July 10, 2025 15:43
How to setup Nvidia Titan XP for deep learning on a MacBook Pro with Akitio Node + Tensorflow + Keras
@norlin
norlin / UE5-Project.sublime-build
Last active May 22, 2025 21:46
Build system for Unreal Engine projects for Sublime Text
{
"cmd": [
// Default path for UE 5
"C:/Program Files/Epic Games/UE_5.0/Engine/Build/BatchFiles/Build.bat",
// Build configuration is set to "Development" by default
"Development",
// The platform is set to Win64 by default
"Win64",
"-Project",
// The Sublime project name must match the Unreal project filename
@dvddarias
dvddarias / SingletonScriptableObject.cs
Last active February 27, 2025 13:44
Better Unity Singleton Class
/************************************************************
* Better Singleton by David Darias
* Use as you like - credit where due would be appreciated :D
* Licence: WTFPL V2, Dec 2014
* Tested on Unity v5.6.0 (should work on earlier versions)
* 03/02/2017 - v1.1
* **********************************************************/
using System;
using UnityEngine;
@phosphoer
phosphoer / SimpleGeo.cs
Last active December 2, 2024 16:13
Simple Geometry Painter for Unity
// The MIT License (MIT)
// Copyright (c) 2016 David Evans @phosphoer
// 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:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
@phosphoer
phosphoer / GravityItem.cs
Last active August 18, 2024 12:04
Mario Galaxy Gravity for Unity
// The MIT License (MIT)
// Copyright (c) 2016 David Evans @phosphoer
// 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:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
@dariusk
dariusk / 433.js
Created November 19, 2015 03:52
John Cage's 4'33" in the Web Audio API.
// John Cage's 4'33" with the Web Audio API
function makeSilence(e) {
var buflen = e.outputBuffer.length;
var dataL = e.outputBuffer.getChannelData(0);
var dataR = e.outputBuffer.getChannelData(1);
dataL.fill(0);
dataR.fill(0);
}
function InitAudio() {
@digitalshadow
digitalshadow / OpenSimplexNoise.cs
Last active June 11, 2025 11:05
OpenSimplex Noise Refactored for C#
/* OpenSimplex Noise in C#
* Ported from https://gist.github.com/KdotJPG/b1270127455a94ac5d19
* and heavily refactored to improve performance. */
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
namespace NoiseTest
@omgwtfgames
omgwtfgames / NoiseTexture.cs
Last active April 2, 2025 15:50 — forked from KdotJPG/OpenSimplex2S.java
Visually axis-decorrelated coherent noise function based on the Simplectic honeycomb - C# port
/*
* OpenSimplex (Simplectic) Noise Test for Unity (C#)
* This file is in the Public Domain.
*
* This file is intended to test the functionality of OpenSimplexNoise.cs
* Attach this script to a GameObject with mesh (eg a Quad prefab).
* Texture is updated every frame to assist profiling for performance.
* Using a RenderTexture should perform better, however using a Texture2D
* as an example makes this compatible with the free version of Unity.
*
@rgbkrk
rgbkrk / hubdecrypt.sh
Last active April 6, 2022 02:55
Encrypt a (short) file using someone's public key from github
#!/usr/bin/env bash
# HubCrypt
# ========
#
# Decrypt a file encrypted using hubencrypt (ok, it's just openssl + rsautl +
# your SSH keys). It needs the private key that matches your last public key
# listed at github.com/<user>.keys
#
@nicolashery
nicolashery / environment-variables-jekyll-templates.md
Last active January 22, 2023 15:56
Make environment variables available in Jekyll Liquid templates

Environment variables in Jekyll templates

This is one way to pass some data (API tokens, etc.) to your Jekyll templates without putting it in your _config.yml file (which is likely to be committed in your GitHub repository).

Copy the environment_variables.rb plugin to your _plugins folder, and add any environment variable you wish to have available on the site.config object.

In a Liquid template, that information will be available through the site object. For example, _layouts/default.html could contain: