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@rtm223
rtm223 / RTMValidatorSubsystem.cpp
Last active January 16, 2026 18:28
UE Data Validation Subsystem that clears Message Log before each validation run
// The MIT License
// Copyright (c) Richard Meredith AB
// 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 IN CONNECTION WI
package org.ygl.openrndr.demos
import org.openrndr.application
import org.openrndr.color.rgb
import org.openrndr.draw.LineCap
import org.openrndr.draw.renderTarget
import org.openrndr.extra.compositor.compose
import org.openrndr.extra.compositor.draw
import org.openrndr.extra.compositor.post
import org.openrndr.extra.fx.blur.FrameBlur
from math import *
# a performant solution would store a prefix sum of line lengths to
# a sidechannel and then use that to do a bsearch; on the GPU,
# you'd do a sum tree / histopyramid as a preprocessing step
def find_point(points, d):
d = d
for i in range(1, len(points)):
x0,y0 = points[i-1]
x1,y1 = points[i]
@mattatz
mattatz / Matrix.hlsl
Last active January 2, 2026 15:09
Matrix operations for HLSL
#ifndef __MATRIX_INCLUDED__
#define __MATRIX_INCLUDED__
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
float4x4 inverse(float4x4 m) {
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0];
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1];
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2];
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3];
/* this code is licensed CC-0 https://creativecommons.org/publicdomain/zero/1.0/ . use as you see fit.*/
function distance(a, b) {
/* Find the Euclidean distance between two 2-dimensional points.
*
* a: the first point.
* b: the second point.
*
* returns: the distance.
*/
var ncp = require('ncp').ncp;
var copyobj = require('../package.json').copy;
for (var prop in copyobj) {
ncp(copyobj[prop].src, copyobj[prop].dest, function (err) {
if (err) {
return console.error(err);
@jonobr1
jonobr1 / auto-capture.scpt
Last active September 6, 2024 19:20
A small AppleScript to take a screenshot every 30 seconds for 8 hours. Saves to an Image Sequence in a desktop folder. Great for recording your workday.
set dFolder to "~/Desktop/screencapture/"
do shell script ("mkdir -p " & dFolder)
set i to 0
repeat 960 times
do shell script ("screencapture " & dFolder & "frame-" & i & ".png")
delay 30 -- Wait for 30 seconds.
set i to i + 1
end repeat
anonymous
anonymous / gist:402ab895a5410e4cd250
Created February 10, 2015 10:37
twist box · http://drbl.in/nJje
int[][] result;
float t, c;
float ease(float p) {
return 3*p*p - 2*p*p*p;
}
float ease(float p, float g) {
if (p < 0.5)
return 0.5 * pow(2*p, g);
@renaudbedard
renaudbedard / ADSR.cs
Last active August 3, 2023 09:14
ADSR Envelope for Unity
using System;
using System.Collections.Generic;
using UnityEngine;
/* ****************
* Sample Usage *
****************
// prerequisite : put a gameobject with the ADSR script on it in your scene
// this enables the update loop that transparently updates Envelope objects