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var renderer = new PIXI.WebGLRenderer(1600, 1200, {
antialias: false,
transparent: true,
resolution: 2,
powerPreference: "high-performance"
});
renderer.autoResize = true;
document.body.appendChild(renderer.view);
var stage = new PIXI.Container();
@timurcatakli
timurcatakli / webpack.config.js
Last active May 1, 2023 18:25
An Easy to Understand Webpack 4+ Configuration File with Comments
const publicPath = 'public';
// Node os module
// The os module provides a number of operating system-related utility methods.
// It can be accessed using:
const os = require('os');
// Using a single monolithic configuration file impacts comprehension and
// removes any potential for reusability.
// As the needs of your project grow, you have to figure out the means to manage
// webpack configuration more effectively.
@apisandipas
apisandipas / share-urls.md
Last active March 31, 2025 07:50 — forked from chrisl8888/drupal-views-share-global-text-field
Share url's for Facebook, Twitter, Pinterest and Linkedin with just get variables

Creating share buttons with just URL's

Twitter

http://twitter.com/share?text=<TITLE>&url=<URL>

E.g. http://twitter.com/share?text=This+is+google+a+search+engine&url=https%3A%2F%2Fwww.google.com

Facebook

http://www.facebook.com/sharer.php?u=&amp;p[title]=

@dmnsgn
dmnsgn / WebGL-WebGPU-frameworks-libraries.md
Last active May 29, 2025 10:31
A collection of WebGL and WebGPU frameworks and libraries

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.

Engines and libraries ⚙️

Name Stars Last Commit Description
three.js ![GitHub
@mattdesl
mattdesl / IceMaterial.js
Last active May 17, 2024 09:48
fast subsurface scattering in ThreeJS PBR material — see "TRANSLUCENCY" in the frag shader
const glslify = require('glslify');
const path = require('path');
const assign = require('object-assign');
const defined = require('defined');
// This is the original source, we will copy + paste it for our own GLSL
// const vertexShader = THREE.ShaderChunk.meshphysical_vert;
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag;
// Our custom shaders
@mattdesl
mattdesl / MeshCustomMaterial.js
Last active June 4, 2024 08:51
Custom mesh standard material with glslify + ThreeJS r83dev
const glslify = require('glslify');
const path = require('path');
// This is the original source, we will copy + paste it for our own GLSL
// const vertexShader = THREE.ShaderChunk.meshphysical_vert;
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag;
// Our custom shaders
const fragmentShader = glslify(path.resolve(__dirname, 'standard.frag'));
const vertexShader = glslify(path.resolve(__dirname, 'standard.vert'));
@wojteklu
wojteklu / clean_code.md
Last active June 5, 2025 21:44
Summary of 'Clean code' by Robert C. Martin

Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.


General rules

  1. Follow standard conventions.
  2. Keep it simple stupid. Simpler is always better. Reduce complexity as much as possible.
  3. Boy scout rule. Leave the campground cleaner than you found it.
  4. Always find root cause. Always look for the root cause of a problem.

Design rules

@rafaelrinaldi
rafaelrinaldi / README.md
Last active January 22, 2021 09:04
`.mov` to `.gif` using QuickTime and Photoshop

.mov to .gif using QuickTime and Photoshop

This is my prefered way to create GIF animations for demos and whatnot.

Steps

  1. QuickTime » File » New Screen Recording
  2. Select area to record » Start recording your thing
  3. File » Export » Select max resolution available » Save
  4. Photoshop » Import » Video Frames to Layers (no need to follow step 2 if not on retina screen)
@gorangajic
gorangajic / es6-spread-immutable-cheatsheet.md
Last active April 11, 2024 08:32
es6 spread immutable cheatsheet

update object

var state = {
    id: 1,
    points: 100,
    name: "Goran"
};

var newState = {