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@fenix-hub
fenix-hub / #description.md
Last active May 6, 2025 16:37
GDScript JSON <> Class Serializer/Deserializer

You can find usages in the GDScript Unirest plugin

This is a fast serializer/deserializer written in GDScript to convert a JSON (Dictionary) to a class, using something similar to the Reflection concecpt. json_to_class can be used to convert a Dictionary to a Class. All keys in the Dictionary will be treated as variables and their types will be guessed in the best way possible. A class (defined by the class_name keyword) must extend Reference or Object or be an inner class, or else Godot will not able to see its properties. It is also possible to deserialize a JSON key to a class property with a different name using the export hint as a variable name.

example usage:

@nisovin
nisovin / GodotWebFilesExample.gd
Last active May 30, 2022 14:02
Godot Web File Open/Save Dialogs
extends Control
func _ready():
WebFiles.connect("file_opened", self, "_on_file_opened")
func _on_Button_pressed():
WebFiles.open_file(".jpg,.jpeg")
func _on_file_opened(file, content):
$Label.text = file
@TheLastProject
TheLastProject / cleanapk_download.py
Last active September 18, 2025 09:39
Download apps from CleanAPK
import os
import sys
import requests
BASE_URL = "https://api.cleanapk.org/v2/"
for package_id in sys.argv[1:]:
app_details = requests.get(BASE_URL + "apps", params={
'action': 'search',

FLIPS_choose_game

Game Porting Adventures

This article details my adventures and disadventures while porting my +9 years old XNA games, originally developed for Windows Phone, to multiple other frameworks (SharpDX, PSM, MonoGame...), for PSVita, Android and Desktop (Windows, Linux, macOS) platforms.

The article is divided in 3 parts:

@raysan5
raysan5 / open_source_and_videogames.md
Last active October 11, 2025 17:01
Open Source and Videogames - Resources

open_source_and_videogames

Open Source and Videogames - Resources

This git include a list of programs, tools, engines and libraries free and open source intended to make videogames.

NOTE: This gist is a support material for the talk "Open Source and Videogames" given by me, Ramon Santamaria, on October 26th 2021 in Canòdrom, Barcelona. All the materials listed here were explained in detail in a +2 hours talk.

Contents

@MysteryPoo
MysteryPoo / MyNakama.gd
Last active April 12, 2025 07:48
Initial prototype for attaching dockerized dedicated Game Servers to Nakama matches
# This is a very messy prototype Autoload to test Nakama with a Dedicated Server
# This file won't do much of anything on its own, but I'm using it to drive
# a dedicated server for a game already made
extends Node
enum OP {
HOST,
STARTGAME,
LOBBYMESSAGE,
REGISTER_AS_SERVER,

Interview Questions

Node.js

Q1: What do you mean by Asynchronous API? ☆☆

Answer: All APIs of Node.js library are aynchronous that is non-blocking. It essentially means a Node.js based server never waits for a API to return data. Server moves to next API after calling it and a notification mechanism of Events of Node.js helps server to get response from the previous API call.

Source: tutorialspoint.com

@alexellis
alexellis / README.md
Last active May 19, 2022 02:17
OpenFaaS Redis example

Redis & OpenFaaS micro-tutorial

After you've completed this micro-tutorial you'll be making requests to your Redis cache from serverless functions with OpenFaaS. From there it's up to you to build something awesome.

Pre-reqs:

Deploy OpenFaaS and the faas-cli.

This guide is for OpenFaaS on Kubernetes, but if you're using Swarm that's OK - you'll just have to adapt some of the commands for setting up Redis. The OpenFaaS code will be the same.

@Calinou
Calinou / CHANGELOG.md
Last active September 16, 2025 07:42
Godot 4.0 preliminary changelog (does not list changes that were also backported to Godot 3.x)

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog.

[4.0] - TBD

Added

@willnationsdev
willnationsdev / gdnative_guide_windows64debug.md
Last active June 16, 2022 14:41
A quick guide on building a GDNative C++ project

Creating a GDNative Library (Windows)

This guide specifically shows how to get a Windows 10 x64 OS compiled for a Windows x64 Debug dynamic library and integrate it into a Godot project.

To begin, make sure you are running the appropriate command line tool as an administrator.

Create a SimpleLibrary directory and enter it. This is where our Godot and GDNative projects will exist. For later use, we will also create subdirectories for libraries (lib) and source code (src). Once inside, we get a copy of each necessary repository for C++ NativeScript bindings generation and enter into the cpp_bindings directory.

mkdir SimpleLibrary