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Going deep with game development

Ryosuke whoisryosuke

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Going deep with game development
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@devappd
devappd / build.sh
Last active January 4, 2025 02:45
Minimal OpenGL Emscripten example
mkdir -p bin
emcc -o bin/main.html main.cpp -s USE_SDL=2 -s FULL_ES2=1 -s SINGLE_FILE=1
emcc -o bin/main-asyncify.html main.cpp -s USE_SDL=2 -s FULL_ES2=1 -s ASYNCIFY=1 -s SINGLE_FILE=1
@geordiemhall
geordiemhall / MyCheatManager.cpp
Last active March 15, 2024 10:27
UE4 Cheat manager with meta-based cheat names
#include "MyCheatManager.h"
#include "Engine/Console.h"
#include "AssetRegistryModule.h"
DEFINE_LOG_CATEGORY(LogCheatManager);
void UMyCheatManager::AddWorkers(int32 NumWorkers)
{
UE_LOG(LogCheatManager, Log, TEXT("%s: AddWorkers: %i"), *GetName(), NumWorkers);
}
@AlexVanderbist
AlexVanderbist / opendb.sh
Created September 17, 2020 16:21
`opendb` command - opens the database for a Laravel app in your GUI
opendb () {
[ ! -f .env ] && { echo "No .env file found."; exit 1; }
DB_CONNECTION=$(grep DB_CONNECTION .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
DB_HOST=$(grep DB_HOST .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
DB_PORT=$(grep DB_PORT .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
DB_DATABASE=$(grep DB_DATABASE .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
DB_USERNAME=$(grep DB_USERNAME .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
DB_PASSWORD=$(grep DB_PASSWORD .env | grep -v -e '^\s*#' | cut -d '=' -f 2-)
@gatsbyjs-employees
gatsbyjs-employees / Open letter to the Gatsby community.md
Last active February 23, 2021 00:24
Open letter to the Gatsby community

To the Gatsby Community,

We want to start by specifically thanking Nat Alison. We support her and commend her bravery in speaking out. It is not easy to stand alone. What she experienced at Gatsby was unacceptable and speaks to wider issues. We thank her for putting pressure on the company to fix them. We vow to double down on those efforts.

While we have worked hard to give feedback and help create a healthy work environment over the past few years, change has been far too slow and the consequences have been real. The previous weeks have intensified the need for rapid change by increasing employee communication and allowing us to collectively connect some dots. We are just as outraged. As a result, we have posed a series of hard questions to management as well as a list of concrete actions they need to take.

Kyle Mathews' public apologies to both Nat Alison and Kim Crayton are small actions swiftly taken that signal the possibility for change but don't speak to the systemic issues that must be addressed.

@cassidoo
cassidoo / useMedia.jsx
Last active October 27, 2022 16:13
An example of checking on a media query with React Hooks
function useMedia(query) {
const [matches, setMatches] = useState(window.matchMedia(query).matches)
useEffect(() => {
const media = window.matchMedia(query)
if (media.matches !== matches) {
setMatches(media.matches)
}
const listener = () => {
setMatches(media.matches)
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 16, 2025 13:52
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@FreyaHolmer
FreyaHolmer / FlyCamera.cs
Last active April 24, 2025 21:16
A camera controller for easily flying around a scene in Unity smoothly. WASD for lateral movement, Space & Ctrl for vertical movement, Shift to move faster. Add this script to an existing camera, or an empty game object, hit play, and you're ready to go~
using UnityEngine;
[RequireComponent( typeof(Camera) )]
public class FlyCamera : MonoBehaviour {
public float acceleration = 50; // how fast you accelerate
public float accSprintMultiplier = 4; // how much faster you go when "sprinting"
public float lookSensitivity = 1; // mouse look sensitivity
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable
@Andy-set-studio
Andy-set-studio / visually-hidden.css
Created November 18, 2019 10:28
Visually hidden utility class
/**
* VISUALLY HIDDEN
* Hides element visually and removes it from the flow,
* but importantly, allows assitive technology to access it
*/
.visually-hidden {
border: 0;
clip: rect(0 0 0 0);
height: auto;
margin: 0;
@jonsugar
jonsugar / show-tailwind-breakpoint.html
Last active July 8, 2025 05:23
Show current tailwind breakpoint.
<div class="flex items-center m-2 fixed bottom-0 right-0 border border-gray-400 rounded p-2 bg-gray-300 text-pink-600 text-sm">
<svg class="h-6 w-auto inline" viewBox="0 0 80 64" fill="none" xmlns="http://www.w3.org/2000/svg">
<path fill="url(#paint0_linear)" fill-rule="evenodd" clip-rule="evenodd" d="M32 16C24.8 16 20.3 19.6 18.5 26.8C21.2 23.2 24.35 21.85 27.95 22.75C30.004 23.2635 31.4721 24.7536 33.0971 26.4031C35.7443 29.0901 38.8081 32.2 45.5 32.2C52.7 32.2 57.2 28.6 59 21.4C56.3 25 53.15 26.35 49.55 25.45C47.496 24.9365 46.0279 23.4464 44.4029 21.7969C41.7557 19.1099 38.6919 16 32 16ZM18.5 32.2C11.3 32.2 6.8 35.8 5 43C7.7 39.4 10.85 38.05 14.45 38.95C16.504 39.4635 17.9721 40.9536 19.5971 42.6031C22.2443 45.2901 25.3081 48.4 32 48.4C39.2 48.4 43.7 44.8 45.5 37.6C42.8 41.2 39.65 42.55 36.05 41.65C33.996 41.1365 32.5279 39.6464 30.9029 37.9969C28.2557 35.3099 25.1919 32.2 18.5 32.2Z"></path>
<defs>
<linearGradient id="paint0_linear" x1="3.5" y1="16" x2="59" y2="48" gradien
@wmcmurray
wmcmurray / BasicCustomShader.js
Last active September 21, 2024 13:44
A basic example of a ThreeJS (r108) ShaderMaterial with shadows, fog and dithering support.
import { mergeUniforms } from 'three/src/renderers/shaders/UniformsUtils.js'
import { UniformsLib } from 'three/src/renderers/shaders/UniformsLib.js'
export default {
uniforms: mergeUniforms([
UniformsLib.lights,
UniformsLib.fog,
]),