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@jamonholmgren
jamonholmgren / react-native-macos-start.md
Last active March 5, 2026 08:32
Getting started with react-native-macos (as of May 2, 2025 -- version 0.78.3)

Getting started with react-native-macos

React Native for macOS is a really powerful implementation of React Native for building Mac apps, but the RN macos documentation (as of today) is straight up wrong and won't work.

Here's how to spin one up!

Prerequisites

This assumes you are on a Mac and have installed all the prerequisites for RN iOS.

@MilkyEngineer
MilkyEngineer / Minimal-5.2.uproject
Last active January 12, 2026 13:49
Minimal project descriptor that "Disables Engine Plugins by Default" for Unreal Engine
{
"FileVersion": 3,
"EngineAssociation": "5.2",
"Description": "Minimum viable plugin dependencies for a usable Unreal Engine project",
"DisableEnginePluginsByDefault": true,
"Plugins": [
{
"Name": "PluginBrowser",
"Enabled": true
},
@jcowles
jcowles / MachineLearningResources.md
Last active November 9, 2023 09:56
Machine learning resources

"AI is the new Electricity"

Andrew Ng lecture, Stanford Graduate School of Business
High level, but totally worth watching.
https://www.youtube.com/watch?v=21EiKfQYZXc

Stanford cs231n, winter 2016

I went looking for lectures from different sources and these are a great "from first principles" introduction. The newer cs231n lectures may have more relevant details, but I like Andrej Karpathy's

@redxdev
redxdev / DungeonGenerator.cs
Last active October 4, 2025 18:14
2d Dungeon Layout Generator
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
// NOTE: Some of the classes here (namely the primitives like Vector2d and Rect2d) are not provided,
// but most should be fairly easy to implement yourself or replace with similar
// classes from other libraries.
// The exception is the Delaunay triangulation - that takes quite a bit more effort to implement. That said,
@ikrima
ikrima / build.cs
Created April 6, 2017 20:17
4.15 UE4 Optimized Build Rules
public BBR(TargetInfo Target)
{
//Config
//BuildConfiguration.RelativeEnginePath = /* ...*/;
//Debug
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */;
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */;
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */;
//BuildConfiguration.bAllowLTCG = false /* d=false */;

FWIW: I (@rondy) am not the creator of the content shared here, which is an excerpt from Edmond Lau's book. I simply copied and pasted it from another location and saved it as a personal note, before it gained popularity on news.ycombinator.com. Unfortunately, I cannot recall the exact origin of the original source, nor was I able to find the author's name, so I am can't provide the appropriate credits.


Effective Engineer - Notes

What's an Effective Engineer?

@john2x
john2x / 00_destructuring.md
Last active April 25, 2026 03:06
Clojure Destructuring Tutorial and Cheat Sheet

Clojure Destructuring Tutorial and Cheat Sheet

(Related blog post)

Simply put, destructuring in Clojure is a way extract values from a datastructure and bind them to symbols, without having to explicitly traverse the datstructure. It allows for elegant and concise Clojure code.

Vectors and Sequences

@stevewoolcock
stevewoolcock / TurnSystem.cs
Created July 13, 2014 06:01
A simple roguelike turn system, very similar to that of Angband.
// A Roguelike turn system
// http://blog.deadreckoned.com/post/91616626322/havenguard-turn-system
// Requires a fast max-heap Priority Queue (I like this one: http://blog.mischel.com/2007/06/22/priority-queue-in-c/)
public class TurnEntity
{
/// <summary>
/// The delegate to execute when the object's turn is executed.
/// </summary>
public Action TurnHandler { get; set; }
@rm-hull
rm-hull / boids.cljs
Last active December 26, 2015 11:39
Boids, originally written by Craig Reynolds in 1986, is an artificial live program which simulates flocking birds (but in this case just in 2D). It is an example of emergent behaviour; that is, the complexity of Boids arises from the interaction of individual agents adhering to a set of simple rules, (i) separation: steering to avoid crowding lo…
(ns boids
(:use [enchilada :only [canvas ctx value-of canvas-size]]
[jayq.core :only [show]]
[monet.core :only [animation-frame]]
[monet.canvas :only [save restore
begin-path move-to line-to close-path
stroke stroke-style fill fill-rect fill-style
rotate translate]]
[boids.rules :only [step make-boid]])
(:require [boids.vector :refer [heading]]))