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@rxaviers
rxaviers / gist:7360908
Last active May 21, 2024 16:56
Complete list of github markdown emoji markup

People

:bowtie: :bowtie: πŸ˜„ :smile: πŸ˜† :laughing:
😊 :blush: πŸ˜ƒ :smiley: ☺️ :relaxed:
😏 :smirk: 😍 :heart_eyes: 😘 :kissing_heart:
😚 :kissing_closed_eyes: 😳 :flushed: 😌 :relieved:
πŸ˜† :satisfied: 😁 :grin: πŸ˜‰ :wink:
😜 :stuck_out_tongue_winking_eye: 😝 :stuck_out_tongue_closed_eyes: πŸ˜€ :grinning:
πŸ˜— :kissing: πŸ˜™ :kissing_smiling_eyes: πŸ˜› :stuck_out_tongue:
@alessandro-fazzi
alessandro-fazzi / ancillary_objects.ipynb
Created May 21, 2024 14:08
[Ruby] Ancillary objects and inheritance: an alternative take
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@sindresorhus
sindresorhus / esm-package.md
Last active May 21, 2024 21:42
Pure ESM package

Pure ESM package

The package that linked you here is now pure ESM. It cannot be require()'d from CommonJS.

This means you have the following choices:

  1. Use ESM yourself. (preferred)
    Use import foo from 'foo' instead of const foo = require('foo') to import the package. You also need to put "type": "module" in your package.json and more. Follow the below guide.
  2. If the package is used in an async context, you could use await import(…) from CommonJS instead of require(…).
  3. Stay on the existing version of the package until you can move to ESM.
@PurpleBooth
PurpleBooth / README-Template.md
Last active May 21, 2024 21:42
A template to make good README.md

Project Title

One Paragraph of project description goes here

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.

Prerequisites

@jakewdr
jakewdr / google.md
Last active May 21, 2024 21:40
Small guide to improve the privacy and performance of google

What is this

Just a small guide to improve the privacy and performance of google.

Default search engine

Even though google is not the most privacy centered browser in the world, you can still strip out a bunch of the AI and advertising crud

To do this you can change your default search engine to https://google.com/search?q=%s&udm=14 (you can replace .com with your regional address)

@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active May 21, 2024 21:38
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
// Unity C# Cheat Sheet
// I made these examples for students with prior exerience working with C# and Unity.
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting
@TAGC
TAGC / SnakeGame.cs
Last active May 21, 2024 21:30
Basic snake game implemented in C#
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
public static class Program
{
public static async Task Main(string[] args)
{
@realvjy
realvjy / ChoasLinesShader.metal
Last active May 21, 2024 21:29
Choas Lines - Metal Shader
// Lines
float hash( float n ) {
return fract(sin(n)*753.5453123);
}
// Slight modification of iq's noise function.
float noise(vector_float2 x )
{
vector_float2 p = floor(x);
vector_float2 f = fract(x);
@dogfuntom
dogfuntom / IoC.md
Last active May 21, 2024 21:29
Dependency Injection libraries for Unity game engine in 2022

IoC containers for Unity game engine

Deprecated libraries

Be careful, multiple famous IoC containers are deprecated. At a first glance, it may seem fine to forgive lack of recent commits. After all, if it's mature, then all the basics are done and polished and bugless. In other words, if it the project would be active, then all the new commits would be just exlusively about advanced features. Right? No. The world of game development doesn't work like that. It must innovate rapidly and fretting about backward compatibility is not compatible with this reality.