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@adamwiggins
adamwiggins / adams-heroku-values.md
Last active August 15, 2026 06:03
My Heroku values

Make it real

Ideas are cheap. Make a prototype, sketch a CLI session, draw a wireframe. Discuss around concrete examples, not hand-waving abstractions. Don't say you did something, provide a URL that proves it.

Ship it

Nothing is real until it's being used by a real user. This doesn't mean you make a prototype in the morning and blog about it in the evening. It means you find one person you believe your product will help and try to get them to use it.

Do it with style

@staltz
staltz / introrx.md
Last active September 1, 2026 09:40
The introduction to Reactive Programming you've been missing
@dmnsgn
dmnsgn / WebGL-WebGPU-frameworks-libraries.md
Last active August 25, 2026 01:33
A collection of WebGL and WebGPU frameworks and libraries

A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.

Engines and libraries ⚙️

Name Stars Last Commit Description
three.js ![GitH
// MIT licensed.
function fabsf (arg) {
return arg >= 0 ? arg : -arg
}
function planeBoxOverlap (normal, vert, maxbox) {
var q
var vmin = []
var vmax = []
var v
#!/bin/sh
# From http://blog.pkh.me/p/21-high-quality-gif-with-ffmpeg.html
# Usage:
# ./makegif.sh inputframes output.gif
# where inputframes is a directory containing .png frames
# Change size here
filters="scale=640:-1:flags=lanczos"
@jordansinger
jordansinger / macOS.swift
Last active November 17, 2024 02:37
macOS SwiftUI Playgrounds code
import SwiftUI
import PlaygroundSupport
struct Desktop: View {
var body: some View {
ZStack {
// Image(uiImage: #imageLiteral(resourceName: "IMG_6281.JPG"))
Color(UIColor.systemBlue)
macOS()
}
@munrocket
munrocket / wgsl_noise.md
Last active August 13, 2026 16:59
WGSL Noise Algorithms

WGSL Noise Algorithms

Good and fast integer hash

// https://www.pcg-random.org/
fn pcg(n: u32) -> u32 {
    var h = n * 747796405u + 2891336453u;
    h = ((h >> ((h >> 28u) + 4u)) ^ h) * 277803737u;
    return (h >> 22u) ^ h;
}
@munrocket
munrocket / wgsl_3d_sdf.md
Last active August 4, 2026 10:18
WGSL 3D SDF Primitives

WGSL 3D SDF Primitives

Revision: 06.08.2023, https://compute.toys/view/407

Sphere - exact

fn sdSphere(p: vec3f, r: f32) -> f32 {
  return length(p) - r;
}
@slimbuck
slimbuck / webgpu_metal_capture.txt
Last active February 19, 2026 11:32
Capturing WebGPU metal trace on MacOS
1) Clone and build WebKit
git clone https://github.com/WebKit/WebKit.git WebKit
cd WebKit
Tools/Scripts/build-webkit -cmakeargs="-DENABLE_WEBGPU_BY_DEFAULT=1" --debug
2) Run your app
__XPC_METAL_CAPTURE_ENABLED=1 Tools/Scripts/run-minibrowser --debug --url http://localhost:5000/index.html#/loaders/gsplat
// Mesh gradient editor — interactive MESH_GRADIENT showcase.
//
// A sidebar lists up to 16 color points: click a row to select it, click the
// "+" row to add a point, and DELETE/BACKSPACE removes the selected point
// (the last one always stays). The picker at the bottom-left edits the
// selected color: an HSV square + hue strip working in Display P3, plus
// per-channel HDR gain sliders (100%..400% of SDR) for EDR displays. Points
// are drawn as ring handles over the gradient; drag them to move the colors
// around. Handles fade out when the mouse has been still for two seconds,
// and the layout follows the window size.