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tinylucid / mu.cpp
Created May 18, 2025 16:15 — forked from pervognsen/mu.cpp
Mu as of the second stream
#include "mu.h"
#define _CRT_SECURE_NO_WARNINGS
#include <malloc.h>
#define _USE_MATH_DEFINES
#include <math.h>
#define _NO_CRT_STDIO_INLINE
#include <stdio.h>
#include <stdarg.h>
#define NO_STRICT
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tinylucid / vs_cpp_setup.md
Created May 18, 2025 16:11 — forked from pervognsen/vs_cpp_setup.md
My Visual Studio setup for C++ development

I recently upgraded to Windows 11 and had to set up Visual Studio C++ again. A few things have changed in Windows 11 with the tiled window management and deeper Windows Terminal integration, so I ended up revisiting my usual VS setup and made a bunch of changes. I'm documenting them here for my own future benefit (yes, I do know about VS import/export settings) and on the off chance that anyone else might get some ideas for their own setup.

It should be mentioned that I'm a single monitor user (multimon gives me neck pain as I've gotten older) and the monitor I currently use is 25". A laptop screen can't really accommodate the 2x2 full screen layout I'm using as my default here, so when I'm on a laptop I only use the vertical layout out of necessity.

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tinylucid / InfiniteGrid.shader
Created October 12, 2023 08:50 — forked from bgolus/InfiniteGrid.shader
Infinite Grid shader with procedural grid with configurable divisions and major and minor lines markings.
Shader "Unlit/InfiniteGrid"
{
Properties
{
[Toggle] _WorldUV ("Use World Space UV", Float) = 1.0
_GridScale ("Grid Scale", Float) = 1.0
_GridBias ("Grid Bias", Float) = 0.5
_GridDiv ("Grid Divisions", Float) = 10.0
_BaseColor ("Base Color", Color) = (0,0,0,1)
_LineColor ("Line Color", Color) = (1,1,1,1)
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tinylucid / GPUOptimizationForGameDev.md
Created January 10, 2021 15:16 — forked from silvesthu/GPUOptimizationForGameDev.md
GPU Optimization for GameDev