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@renezander030
renezander030 / CLAUDE.md
Last active August 19, 2026 08:14
Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

Karpathy-skills CLAUDE.md v2 — extending forrestchang's pattern with lessons from building draftcat

LLM Wiki

A pattern for building personal knowledge bases using LLMs.

This is an idea file, it is designed to be copy pasted to your own LLM Agent (e.g. OpenAI Codex, Claude Code, OpenCode / Pi, or etc.). Its goal is to communicate the high level idea, but your agent will build out the specifics in collaboration with you.

The core idea

Most people's experience with LLMs and documents looks like RAG: you upload a collection of files, the LLM retrieves relevant chunks at query time, and generates an answer. This works, but the LLM is rediscovering knowledge from scratch on every question. There's no accumulation. Ask a subtle question that requires synthesizing five documents, and the LLM has to find and piece together the relevant fragments every time. Nothing is built up. NotebookLM, ChatGPT file uploads, and most RAG systems work this way.

Available stats:
Ai - Carving.ApplyResults - TimeNanoseconds
Ai - Carving.BuildBVTree - TimeNanoseconds
Ai - Carving.Clipping - TimeNanoseconds
Ai - Carving.ConvexHulls - TimeNanoseconds
Ai - Carving.Prepare - TimeNanoseconds
Ai - Carving.ProjectVertices - TimeNanoseconds
Ai - CollectSources - TimeNanoseconds
Ai - Colliders - TimeNanoseconds
Ai - Components.NavMeshAgent.SendMessage - TimeNanoseconds
@aaaddress1
aaaddress1 / clrHosting_v4.0.cpp
Last active March 22, 2024 14:50
CLR Hosting: running dotNet binary in C/C++ & rewrite from .NET(4+) COM interface
// CLR Hosting, by aaaddress1@chroot.org
//
// it's a new edition rewrite for .NET(4+) COM interface
// original from github.com/etormadiv/HostingCLR
// & blog.xpnsec.com/hiding-your-dotnet-etw
//
// this PoC supports the following .NET entry:
// >>>> static void Main(string[] args);
//
#include <stdio.h>
@cessen
cessen / fluv32.rs
Last active December 8, 2020 23:13
FLuv32 encoding/decoding
//! This code is licensed under CC0
//! https://creativecommons.org/publicdomain/zero/1.0/
//! Encoding/decoding for the 32-bit FLuv32 color format.
//!
//! This encoding is based on, but is slightly different than, the 32-bit
//! LogLuv format from the paper "Overcoming Gamut and Dynamic Range
//! Limitations in Digital Images" by Greg Ward:
//!
//! * It uses the same uv chroma storage approach, but with *very* slightly
@Rochet2
Rochet2 / LuaVal.h
Last active February 11, 2026 09:19
LuaVal is a C++ structure that is convertible from a lua table and to a lua table. Usage instructions at the bottom as a comment. Allows passing lua table between multiple lua states. Supports string, table, bool and number.
enum LuaTypeTag
{
TNIL,
TSTRING,
TTABLE,
TBOOL,
TNUMBER,
};
class LuaVal;
@aprius
aprius / Brenchmark serialize with unity .md
Created February 4, 2020 07:01
FlatBuffer vs MessagePack-Csharp vs JsonUtility

Brenchmark

  • Serialize and Deserialize array 2000 item
Type Size Deserialize Deserialize GC Serialize Serialize GC
FlatBuffer binary 2.846 0.0528 0.2485 0.2745 0.7279
MessagePack-Csharp binary 1.000 1.0000 1.0000 1.0000 1.0000
JsonUtility text 2.657 0.0793 0.6279 0.0341 0.3851
  • Searching item MemoryMaster is faster than FlatBuffer
@binaryfoundry
binaryfoundry / ShaderLabPBR.shader
Last active March 12, 2025 08:46
Unity PBR Shader Example
Shader "CustomPBRShader"
{
Properties
{
[NoScaleOffset] _Albedo("Albedo", Color) = (1.0, 1.0, 1.0, 1.0)
[NoScaleOffset] _Metalness("Conductivity", Range(0.0, 1.0)) = 0.0
[NoScaleOffset] _Roughness("Roughness", Range(0.0, 1.0)) = 0.0
[NoScaleOffset][HDR] _RadianceMap("RadianceMap", CUBE) = "" {}
[NoScaleOffset][HDR] _IrradianceMap("IrradianceMap", CUBE) = "" {}
}
@andreiagmu
andreiagmu / MToonToRealToonShaderSwapper.cs
Last active March 6, 2023 06:01
MToon to RealToon Shader Swapper for Unity
// MToon to RealToon Shader Swapper for Unity
// by Andy Miira (Andrei Müller), October 2019
//
//
// [IMPORTANT]
// You must add the file RenderPipelineHelper.cs to your project, linked below:
// https://gist.github.com/andreiagmu/b862ae47ef91be05f61ae2da26627a01
//
//
// [INSTRUCTIONS]
@jeffvella
jeffvella / PathTester.cs
Last active March 29, 2023 03:24
Find Path Tester for Unity Experimental Navigation
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using Unity.Mathematics;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Experimental.AI;