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@mattbenic
mattbenic / SpecificInstanceOfGameExample.cs
Last active June 11, 2023 14:40
Example of using Win32 API to get specific window instance in Unity. This is useful for when running multiple instances of the same application, as the window handle can then be used to correctly position and size the different windows for multi screen use.
using UnityEngine;
using System;
using System.Runtime.InteropServices;
using System.Text;
public class SpecificInstanceOfGameExample : MonoBehaviour
{
#region DLL Imports
private const string UnityWindowClassName = "UnityWndClass";
@greggirwin
greggirwin / compare-times.red
Last active October 28, 2017 22:23
compare-times perf test idea for Red
; Stats added by @toomasv
compare-times: func [
blocks "Block of code blocks to performance compare"
/count ct
/local t n baseline res blk stats1 memory time code template
][
ct: any [ct 1]
t: now/time/precise
loop ct [do []]
baseline: now/time/precise - t
@peteflorence
peteflorence / pytorch_bilinear_interpolation.md
Last active June 30, 2024 01:26
Bilinear interpolation in PyTorch, and benchmarking vs. numpy

Here's a simple implementation of bilinear interpolation on tensors using PyTorch.

I wrote this up since I ended up learning a lot about options for interpolation in both the numpy and PyTorch ecosystems. More generally than just interpolation, too, it's also a nice case study in how PyTorch magically can put very numpy-like code on the GPU (and by the way, do autodiff for you too).

For interpolation in PyTorch, this open issue calls for more interpolation features. There is now a nn.functional.grid_sample() feature but at least at first this didn't look like what I needed (but we'll come back to this later).

In particular I wanted to take an image, W x H x C, and sample it many times at different random locations. Note also that this is different than upsampling which exhaustively samples and also doesn't give us fle

@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)