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@Ouroboros
Ouroboros / cursor.md
Last active July 5, 2025 18:34
Make Cursor Work with cppvsdbg

1. Modify cpptools/package.json

Remove this condition "when": "workspacePlatform == windows"

%USERPROFILE%\.cursor\extensions\ms-vscode.cpptools-1.23.5-win32-x64\package.json

    "type": "cppvsdbg",
    "label": "C++ (Windows)",
    "when1": "workspacePlatform == windows",

Ghostty Keyboard Shortcuts

Default keyboard shortcuts for Ghostty terminal emulator. Platform-specific differences are noted where applicable.

Window Management

Action Windows/Linux macOS
New window Ctrl+Shift+N Cmd+N
Close window Alt+F4 Cmd+Shift+W
import Foundation
import SwiftUI
// MARK: - Custom Button Style
struct MobileMeButtonStyle: ButtonStyle {
// MARK: Metrics
@ScaledMetric private var cornerRadius = 12
@ScaledMetric private var horizontalLabelPadding = 12
@ScaledMetric private var verticalLabelPadding = 8
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 1, 2025 07:13
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@munificent
munificent / generate.c
Last active July 4, 2025 13:39
A random dungeon generator that fits on a business card
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
#define r return // 2008-2019
#define l(a, b, c, d) for (i y=a;y\
<b; y++) for (int x = c; x < d; x++)
typedef int i;const i H=40;const i W
=80;i m[40][80];i g(i x){r rand()%x;
}void cave(i s){i w=g(10)+5;i h=g(6)
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u
@fay59
fay59 / Quirks of C.md
Last active May 23, 2025 21:05
Quirks of C

Here's a list of mildly interesting things about the C language that I learned mostly by consuming Clang's ASTs. Although surprises are getting sparser, I might continue to update this document over time.

There are many more mildly interesting features of C++, but the language is literally known for being weird, whereas C is usually considered smaller and simpler, so this is (almost) only about C.

1. Combined type and variable/field declaration, inside a struct scope [https://godbolt.org/g/Rh94Go]

struct foo {
   struct bar {
 int x;

THIS DOCUMENT

IS OUT OF

DATE

C++ Coding Standards Part 0: Automated Code Analysis

Automated analysis is the main advantage to working with a modern statically typed compiled language like C++. Code analysis tools can inform us when we have implemented an operator overload with a non-canonical form, when we should have made a method const, or when the scope of a variable can be reduced.

@FiloSottile
FiloSottile / 32.asm
Last active January 31, 2025 03:22
NASM Hello World for x86 and x86_64 Intel Mac OS X (get yourself an updated nasm with brew)
; /usr/local/bin/nasm -f macho 32.asm && ld -macosx_version_min 10.7.0 -o 32 32.o && ./32
global start
section .text
start:
push dword msg.len
push dword msg
push dword 1
mov eax, 4