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@raysan5
raysan5 / installer_optimization_adventure.md
Last active October 5, 2024 16:17
10x Optimizations! An installer creation adventure!

10x Optimization! An installer creation adventure

Background: creating an installer tool

Lately I've been working on rInstallFriendly v2.0, my simple and easy-to-use tool to create fancy software installers.

rInstallFriendly, some visual_styles

rInstallFriendly v2.0, some of its multiple visual styles available. Style is fully customizable!

@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active November 1, 2024 23:31
A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
///////////////////////////////////////////////////////////////////////////////
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader
// AUTHOR: Freya Holmér
// LICENSE: Use for whatever, commercial or otherwise!
// Don't hold me liable for issues though
// But pls credit me if it works super well <3
// LIMITATIONS: There's some precision loss beyond 3 decimal places
// CONTRIBUTORS: yes please! if you know a more precise way to get
// decimal digits then pls lemme know!
// GetDecimalSymbolAt() could use some more love/precision

During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:

  • Godot C# support is inefficient
  • Godot API and binding system is designed around GDScript
  • Godot is not production ready

In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot

@ulrikdamm
ulrikdamm / EditPrefab.cs
Last active May 14, 2024 16:41
Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
public class EditPrefab {
static Object getPrefab(Object selection) {
@DashW
DashW / ScreenRecorder.cs
Last active October 30, 2024 20:05
ScreenRecorder - High Performance Unity Video Capture Script
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading;
class BitmapEncoder
{
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData)