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@sts10
sts10 / rust-command-line-utilities.markdown
Last active May 14, 2025 22:55
A curated list of command-line utilities written in Rust

A curated list of command-line utilities written in Rust

Note: I have moved this list to a proper repository. I'll leave this gist up, but it won't be updated. To submit an idea, open a PR on the repo.

Note that I have not tried all of these personally, and cannot and do not vouch for all of the tools listed here. In most cases, the descriptions here are copied directly from their code repos. Some may have been abandoned. Investigate before installing/using.

The ones I use regularly include: bat, dust, fd, fend, hyperfine, miniserve, ripgrep, just, cargo-audit and cargo-wipe.

  • atuin: "Magical shell history"
  • bandwhich: Terminal bandwidth utilization tool
@Enichan
Enichan / main.c
Last active January 19, 2025 17:27
Coroutines for C using Duff's Device based on Simon Tatham's coroutines
// coroutines for C adapted from Simon Tatham's coroutines
// https://www.chiark.greenend.org.uk/~sgtatham/coroutines.html
//
// this implementation utilizes __VA_ARGS__ and __COUNTER__
// to avoid a begin/end pair of macros.
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
// modify this if you don't like the `self->name` format
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 15, 2025 12:37
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

@gboudreau
gboudreau / AuthyToOtherAuthenticator.md
Last active May 12, 2025 11:23 — forked from Ingramz/AuthyToOtherAuthenticator.md
Export TOTP tokens from Authy

Exporting your 2FA tokens from Authy to transfer them into another 2FA application

IMPORTANT - Update regarding deprecation of Authy desktop apps

Past August 2024, Authy stopped supported the desktop version of their apps:
See Authy is shutting down its desktop app | The 2FA app Authy will only be available on Android and iOS starting in August for details.

And indeed, after a while, Authy changed something in their backend which now prevents the old desktop app from logging in. If you are already logged in, then you are in luck, and you can follow the instructions below to export your tokens.

If you are not logged in anymore, but can find a backup of the necessary files, then restore those files, and re-install Authy 2.2.3 following the instructions below, and it should work as expected.

@aizatto
aizatto / .bash_profile
Created July 2, 2017 06:20
Display node version in bash prompt
_node_version()
{
local br
br=$(node -v)
test -n "$br" && printf %s "$br" || :
}
green=$'\e[1;32m'
magenta=$'\e[1;35m'
normal_colours=$'\e[m'
/**
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
using UnityEngine;
using System.Collections;
using UnityEngine.Events;
namespace Cluster {
public class CollisionCall : MonoBehaviour {
public LayerMask layerMask = -1;
anonymous
anonymous / KenneySpriteSheetBuilder.cs
Created July 27, 2015 19:04
KenneySpriteSheetBuilder.cs
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Xml;
using UnityEditor;
using UnityEngine;
class KenneySpriteSheetBuilder : AssetPostprocessor
{
@aaronhampton
aaronhampton / gist:bfa4f52bdf786697d011
Created October 30, 2014 01:15
Enable physics on a Phaser Graphics Circle
// First, add your sprite and enable physics on it
sprite = game.add.sprite(game.world.centerX, game.world.centerY);
game.physics.p2.enable(this.sprite);
// Create a shape
var circObj = new Phaser.Circle(0, 0, 25);
// Set the body size of your sprite
sprite.body.setCircle(circObj._radius, 0, 0);
// Draw the graphics
var ring = game.add.graphics();
ring.lineStyle(2, 0x000000, 0.25);
@KeyMaster-
KeyMaster- / spriteGlitch.shader
Last active April 15, 2025 14:16
A glitch effect shader for Sprites in Unity3D
//Copyright (c) 2014 Tilman Schmidt (@KeyMaster_)
//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