Skip to content

Instantly share code, notes, and snippets.

@CookiePLMonster
CookiePLMonster / dinput-test.cpp
Created September 9, 2023 18:05
DirectInput 3-7 test app, for testing dinputto8
#include <Windows.h>
#include <iomanip>
#include <iostream>
#pragma comment(lib, "dxguid.lib")
#define DIRECTINPUT_VERSION 0x700
#include <dinput.h>
@WinterSnowfall
WinterSnowfall / UE2_3_4_shader_compilation_on_load
Last active May 13, 2025 21:46
Unreal Engine 2/3/4 shader compilation on load (not on demand)
#the following settings will alleviate or outright prevent shader stutter
#with the downside of taking up more GPU memory, hence it may not benefit
#GPUs with insufficient VRAM
#for UE2 engine titles edit the main config ini file
#(e.g. Unreal2.ini) to add/change the below lines:
[D3DDrv.D3DRenderDevice]
UsePrecaching=True
AvoidHitches=True
@agyild
agyild / FSR.glsl
Last active May 13, 2025 06:17
AMD FidelityFX Super Resolution v1.0.2 for mpv
// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
//
// 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
@RDCH106
RDCH106 / vc_versions_reference.md
Created November 24, 2021 15:01
Microsoft Visual C++ version Map
Product IDE version Solution version(s) Platform toolset _MSC_VER
Visual Studio 2022 17.0 ? v143 ?
Visual Studio 2019 16.0 ? v142 ?
Visual Studio 2017 15.0 12.0 v141 1910
Visual Studio 2015 14.0 12.0 v140 1900
Visual Studio 2013 12.0 12.0 v120 1800
Visual Studio 2012 11.0 12.0 v110 1700
Visual Studio 2010 10.0 11.0 v100 1600
Visual Studio 2008 9.0 10.0 v90 1500
@anadius
anadius / Origin Helper.user.js
Last active May 14, 2025 17:06
get download URL for your Origin games and generate Denuvo tokens
// ==UserScript==
// @name Origin Helper
// @author anadius
// @namespace anadius.hermietkreeft.site
// @homepageURL https://anadius.su/origin-helper
// @match *://www.ea.com/*
// @version 3.0.0
// @icon https://user-images.githubusercontent.com/8550471/187077252-2905e2dc-3241-4946-b1b3-f845a337d766.png
// @icon64 https://user-images.githubusercontent.com/8550471/187077254-476758f1-b784-45bf-a484-18d3ac704e44.png
// @grant GM.xmlHttpRequest
@CookiePLMonster
CookiePLMonster / repro.cpp
Last active September 16, 2020 13:23 — forked from riverar/repro.cpp
VS optimizer bug sample
#include <iostream>
#include <cmath>
// Sample of an optimizer bug in Visual Studio 2003 - 2019 (or more)
//
// Compiling this program in Release (/O1, /O2 or /Ox and LTCG) in both x86 and x64
// configurations produces a different output from unoptimized (Debug) configurations.
//
// Expected output: 709
// Produced output: 31
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 20, 2025 06:03
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

@rlaphoenix
rlaphoenix / why-you-shouldnt-use-triticals-tdecimate.md
Last active June 3, 2024 14:17
Why you shouldn't use Triticals TDecimate...

Why you shouldn't use Triticals TDecimate...

I need to clarify when I refer to TDecimate I'm referring to both TDecimate and VDecimate (which is a port of it to VapourSynth)

Time and time again I see people using this function to decimate for inverse-telecine purposes but I implore you to continue reading this and use an alternative decimation method.

Why? (tl;dr)

Simply put, it's far too inaccurate and it is ruining a lot of encodes.

How so?

@nevack
nevack / archived.md
Last active May 16, 2025 12:12
[ARCHIVED] Fix for CSR Dongle 0a12:0001 ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode)

This gist is currenctly archived.

Please refer to previous revisions if you know what to do.

The patch proposed was merged into kernel in 5.8 release, but no longer working as of linux 5.11

@PollyP
PollyP / intel_pintools_vs2019.md
Last active December 19, 2023 14:52
Building and Running Intel Pintools with VS 2019 on Windows 10