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@nicktoumpelis
nicktoumpelis / repo-rinse.sh
Created April 23, 2014 13:00
Cleans and resets a git repo and its submodules
git clean -xfd
git submodule foreach --recursive git clean -xfd
git reset --hard
git submodule foreach --recursive git reset --hard
git submodule update --init --recursive
@Flafla2
Flafla2 / Perlin_Tiled.cs
Last active December 20, 2025 16:40
A slightly modified implementation of Ken Perlin's improved noise that allows for tiling the noise arbitrarily.
public class Perlin {
public int repeat;
public Perlin(int repeat = -1) {
this.repeat = repeat;
}
public double OctavePerlin(double x, double y, double z, int octaves, double persistence) {
double total = 0;
Below I collected relevant links and papers more or less pertaining to the subject of tetrahedral meshes.
It's an ever-growing list.
------------------------------
Relevant links:
http://en.wikipedia.org/wiki/Types_of_mesh
http://en.wikipedia.org/wiki/Tetrahedron
http://en.wikipedia.org/wiki/Simplicial_complex
@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active December 4, 2025 22:28
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
@radgeRayden
radgeRayden / color-test.sc
Last active September 19, 2020 13:43
Color test for scopes styles
fn test-color (style-kind)
let style-code = (default-styler style-kind "")
let styled-name = (default-styler style-kind (style-kind as string))
let color-code =
do
let code = (lslice style-code ((countof style-code) - (countof "\x1b[0m")))
match code
case "\x1b\[30m"
0
case "\x1b[31m"
@Eoin-ONeill-Yokai
Eoin-ONeill-Yokai / ffix-proton-install-and-mods-readme.md
Last active December 24, 2025 22:18
FINAL FANTASY IX on Linux / Steam Deck (Moguri Mod / Alternate Fantasy) Proton Installation Guide and Bug List

Document Revision 1.3 [12/24/25] Notice: This guide is officially out of date, as now the memoria mod manager and moguri mod work much better in tandum with one another.

The new recommended way to install moguri and associated mods is to follow the Memoria mod installer guide which has steam deck specific instructions. Note that FFIX needs to be installed before running the installation script.

For legacy installations, older versions of moguri or any other strange mod installation needs, the old guide could be useful for reference. As a result, I've kept this document intact for the previous revision.

DEPRECATED Document Revision 1.2 [07/15/22]

Author Notes: Thanks to everyone who has been testing or using this installation process. I've refined the instructions to try to make this installation as simple and cross platform as humanly possible. I've also updated the Steam Deck instructions now that I have had mine for a while and thoroughly tested the instal

@jonlabelle
jonlabelle / ANSI.md
Created August 14, 2021 16:21 — forked from fnky/ANSI.md
ANSI Escape Codes

ANSI Escape Sequences

Standard escape codes are prefixed with Escape:

  • Ctrl-Key: ^[
  • Octal: \033
  • Unicode: \u001b
  • Hexadecimal: \x1b
  • Decimal: 27
@1bardesign
1bardesign / pixelart-pointers.md
Created March 23, 2022 23:53
tips and references for folks getting started with pixel art, and a little bit of philosphy too

This is a work in progress 🛠️

Pixel art

Pixel art is like art, but with pixels.

Generally the distinction is made at the point where the placement and colour relationships of individual pixels have a significant impact on the final piece, and where the artist is (or should be) concerned about optimising those relationships. This generally means both lower overall resolutions and lower colour counts, but there are many important works of pixel art that transcend those restrictions.

Pixel art and game art are often intertwined. Pixel art has long been used for game art because earlier systems had lower resolutions and lower colour counts, making a pixel art approach more important. It is important to understand, however, that the modern pixel art "movement" occurred significantly after those limited systems were mainstream, the modern understanding of pixel art has been developed in a reasonably post-hoc manner and the amount of academic interest in the movement is relatively tiny, with most of the folks

@h3r2tic
h3r2tic / raymarch.hlsl
Last active January 4, 2026 16:58
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"