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@bebraw
bebraw / gameengines.md
Created January 6, 2011 18:07
List of JS game engines. You can find a wikified version at https://github.com/bebraw/jswiki/wiki/Game-Engines. Feel free to modify that. I sync it here every once in a while.

IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.

This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].

Name Size (KB) License Type Unit Tests Docs Repository Notes
Akihabara 453 GPL2, MIT Classic Repro no API github Intended for making classic arcade-style games in JS+HTML5
AllBinary Platform Platform Dependent AllBinary 2D/2.5D/3D n
@joubertnel
joubertnel / gist:870190
Last active July 8, 2023 12:52
HTML5 Canvas - Rendering of Text on high-DPI screens
<html>
<head>
<script src='http://code.jquery.com/jquery-1.5.1.min.js'></script>
</head>
<body>
<h2>Naive canvas</h2>
<canvas id="naive" width="400" height="50"></canvas>
<h2>High-def Canvas</h2>
@hellerbarde
hellerbarde / latency.markdown
Created May 31, 2012 13:16 — forked from jboner/latency.txt
Latency numbers every programmer should know

Latency numbers every programmer should know

L1 cache reference ......................... 0.5 ns
Branch mispredict ............................ 5 ns
L2 cache reference ........................... 7 ns
Mutex lock/unlock ........................... 25 ns
Main memory reference ...................... 100 ns             
Compress 1K bytes with Zippy ............. 3,000 ns  =   3 µs
Send 2K bytes over 1 Gbps network ....... 20,000 ns  =  20 µs
SSD random read ........................ 150,000 ns  = 150 µs

Read 1 MB sequentially from memory ..... 250,000 ns = 250 µs

@kevinoid
kevinoid / windowTimers.js
Created July 19, 2012 20:05
An implementation of setInterval/setTimeout for Rhino and SpiderMonkey
/* Implementation of HTML Timers (setInterval/setTimeout) based on sleep.
*
* This file is provided under the following terms (MIT License):
* 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:
*
@digitaljhelms
digitaljhelms / gist:4287848
Last active June 17, 2025 13:10
Git/GitHub branching standards & conventions

Branching

Quick Legend

Description, Instructions, Notes
Instance Branch
@facultymatt
facultymatt / Procfile
Created April 12, 2013 16:23
Get Deployd running on Heroku!
web: node server
.flex() {
display: -webkit-box;
display: -moz-box;
display:-webkit-flex;
display: -ms-flexbox;
display:flex;
}
.flex-justify(@justifyStyle) {
@subfuzion
subfuzion / redis-autostart-osx.md
Last active April 26, 2024 21:40
redis auto start OS X

Install with Homebrew

brew install redis

Set up launchctl to auto start redis

$ ln -sfv /usr/local/opt/redis/*.plist ~/Library/LaunchAgents

/usr/local/opt/redis/ is a symlink to /usr/local/Cellar/redis/x.y.z (e.g., 2.8.7)

@MoOx
MoOx / svgicon.css
Last active December 3, 2018 08:50
Svg icons with React.js with webpack loader (svg: raw-loader)
.SVGIcon {
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
/* fix webkit/blink poor rendering issues */
transform: translate3d(0,0,0);
/* it's better defined directly because of the cascade shit
width: inherit;
height: inherit;
@ada-lovecraft
ada-lovecraft / Rope.js
Created July 15, 2014 16:30
phaser.rope
/**
* @author Richard Davey <[email protected]>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Rope is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that Ropes, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
*