Skip to content

Instantly share code, notes, and snippets.

@noelbundick
noelbundick / LICENSE
Last active September 23, 2025 10:49
Exclude WSL installations from Windows Defender realtime protection
MIT License
Copyright (c) 2018 Noel Bundick
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:

I believe the article was originally written by fede.tft.

It appears they have copied source code to github and updated it for C++11: https://github.com/fedetft/serial-port

Introduction

The serial port protocol is one of the most long lived protocols currently in use. According to wikipedia, it has been standadized in 1969. First, a note: here we're talking about the RS232 serial protocol. This note is necessary because there are many other serial protocols, like SPI, I2C, CAN, and even USB and SATA.

Some time ago, when the Internet connections were done using a 56k modem, the serial port was the most common way of connecting a modem to a computer. Now that we have ADSL modems, the serial ports have disappeared from newer computers, but the protocol is still widely used.

In fact, most microcontrollers, even the newer ones have one or more peripherals capable of communicating using this protocol, and from the PC side, all operating system

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active October 26, 2025 23:01
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:

Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
@vexe
vexe / Unity_Unreal.md
Last active January 22, 2025 00:35
My personal experience. Unity vs Unreal

This is intended to answer a question Casey Muratori had on twitter about why would anyone choose Unity over Unreal. The short answer is, I have no clue. Well, I kinda do know why you WOULDN'T choose it, so maybe I'll tackle it that way, pros/cons. Read on.

There's a few pros I could think for Unity:

  • Their text-based asset serialization which makes collobration work and resolving conflicts much easier. Unreal's assets are all binary and it's really built well for Perforce, if you're more than a handful of people working together not using Perforce (e.g. git) you'll have a less of an idea time.

  • Their undo/redo system I found is a lot more graceful/lightweight than Unreal's. Undoing in Unreal sometimes doesn't work reliably or go back a dozen entries in history, and just reverts back your selection state and is a bit intrusive (not sure if that was imporved in UE5)

  • Their animation editor (for me as a non-animator) I found was friendlier and easier to work with

  • The profiler is nice and very easy to us

@solarkraft
solarkraft / syncthing-automerge.py
Last active August 20, 2025 12:28
Monitors a Syncthing-synced directory and tries to merge conflicting files (based on https://www.rafa.ee/articles/resolve-syncthing-conflicts-using-three-way-merge/). Probably adaptable for other directory types, but only tested with Logseq (works for me™️).
# This script automatically handles Syncthing conflicts on text files by applying a
# git three-way merge between the previously synced version and each divergent version.
# It depends on the watchdog package and git.
# For automatic dependency installation when running with ´uv run --script deconflicter.py´:
# /// script
# requires-python = ">=3.10"
# dependencies = [
# "watchdog",