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@GoodBoyDigital
GoodBoyDigital / pixi-performance-tips.txt
Last active June 29, 2023 13:40
Pixi Performance Tips
Global :
- Only optimize when you need to! Pixi can handle a fair amount of content off the bat.
- Be mindful of the complexity of your scene. The more objects you add the slower things will end up.
- Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
- Some older mobile devices run things a little slower. passing in the option 'legacy:true' to the renderer can help with performance
- Culling, is disabled by default as its often better to do this at an application level. If you are GPU it will improve performance, if you are CPU bound - it will degrade performance
Sprites:
- Use spritesheets where possible to minimize total textures
- Sprites can be batched with up to 16 different textures (dependent on hardware)
@dmnsgn
dmnsgn / WebGL-WebGPU-frameworks-libraries.md
Last active May 6, 2025 19:29
A collection of WebGL and WebGPU frameworks and libraries

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.

Engines and libraries ⚙️

Name Stars Last Commit Description
three.js ![GitHub
@kanaka
kanaka / addTwo.wast
Last active March 8, 2025 01:56
Run wast (WebAssembly) in node
(module
(func $addTwo (param i32 i32) (result i32)
(i32.add
(get_local 0)
(get_local 1)))
(export "addTwo" (func $addTwo)))
@oncode
oncode / write-an-open-source-js-lib.md
Created March 6, 2017 08:28 — forked from deadcoder0904/write-an-open-source-js-lib.md
How to Write an Open Source JavaScript Library
@Volcanoscar
Volcanoscar / greyscale.frag
Created January 19, 2017 08:28 — forked from wiseoldduck/greyscale.frag
A simple glsl color -> greyscale shader, using luminosity method
// fragment shader
//
// RGBA color to RGBA greyscale
//
// smooth transition based on u_colorFactor: 0.0 = original, 1.0 = greyscale
//
// http://www.johndcook.com/blog/2009/08/24/algorithms-convert-color-grayscale/
// "The luminosity method is a more sophisticated version of the average method.
// It also averages the values, but it forms a weighted average to account for human perception.
// We’re more sensitive to green than other colors, so green is weighted most heavily. The formula
@frankyonnetti
frankyonnetti / css-remove-hover-on-touch-screen-devices.css
Last active March 31, 2024 09:09
CSS - remove :hover on touch screen devices #css #ios
/*
* http://www.javascriptkit.com/dhtmltutors/sticky-hover-issue-solutions.shtml
* Method 3- Using CSS Media Queries Level 4 Interaction Media Features
*/
@media (hover:none),
(hover:on-demand) {
nav a:hover {
/* suppress hover effect on devices that don't support hover fully */
background: none;
@wojteklu
wojteklu / clean_code.md
Last active May 12, 2025 06:58
Summary of 'Clean code' by Robert C. Martin

Code is clean if it can be understood easily – by everyone on the team. Clean code can be read and enhanced by a developer other than its original author. With understandability comes readability, changeability, extensibility and maintainability.


General rules

  1. Follow standard conventions.
  2. Keep it simple stupid. Simpler is always better. Reduce complexity as much as possible.
  3. Boy scout rule. Leave the campground cleaner than you found it.
  4. Always find root cause. Always look for the root cause of a problem.

Design rules

@bsara
bsara / git-ssh-auth-win-setup.md
Last active April 24, 2025 05:04
Setup SSH Authentication for Git Bash on Windows

Setup SSH Authentication for Git Bash on Windows

Prepararation

  1. Create a folder at the root of your user home folder (Example: C:/Users/uname/) called .ssh.
  2. Create the following files if they do not already exist (paths begin from the root of your user home folder):
  • .ssh/config
@nukeop
nukeop / SimplexEffects.cs
Created July 26, 2016 07:59
simplex noise shader for unity
using UnityEngine;
using System.Collections;
using System.Linq;
public class SimplexEffects : MonoBehaviour {
private Material MyMaterial;
public float AnimSpeed;
public Vector3 NoiseOffset;
public Vector3 NoiseScale;
@maxatwork
maxatwork / fragment.vs
Last active April 28, 2020 03:54
Old cinema shader
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
uniform float fps;
//
// GLSL textureless classic 3D noise "cnoise",