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@parmentf
parmentf / GitCommitEmoji.md
Last active May 13, 2024 22:08
Git Commit message Emoji
@gabriel19913
gabriel19913 / alacritty.yml
Created July 3, 2020 11:44
Alacritty file configuration to work with PowerLine fonts
# Configuration for Alacritty, the GPU enhanced terminal emulator.
# Any items in the `env` entry below will be added as
# environment variables. Some entries may override variables
# set by alacritty itself.
env:
# TERM variable
#
# This value is used to set the `$TERM` environment variable for
# each instance of Alacritty. If it is not present, alacritty will
@DragoshDX
DragoshDX / app.css
Created April 30, 2024 07:24
pedro spinner
body {
background: #161616;
margin: 0;
height: 100dvh;
display: grid;
place-content: center center;
}
.spinner {
@raysan5
raysan5 / open_source_and_videogames.md
Last active May 13, 2024 22:04
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

@pykeras
pykeras / ollama_dedicated_gpu.md
Last active May 13, 2024 22:01
Run ollama on specific GPU(s)

Ollama GPU Selector: Customize GPU Usage for Ollama

If you want to run Ollama on a specific GPU or multiple GPUs, this tutorial is for you. By default, Ollama utilizes all available GPUs, but sometimes you may want to dedicate a specific GPU or a subset of your GPUs for Ollama's use. The idea for this guide originated from the following issue: Run Ollama on dedicated GPU.

Steps:

  1. Create a script let's call it ollama_gpu_selector.sh:

    nano ollama_gpu_selector.sh
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active May 13, 2024 22:01
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

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 or Unity for their games (or that's what lot of people think) because d

import { useMemo, useState } from 'react';
import { type ViewProps, StyleSheet } from 'react-native';
import { GestureDetector, Gesture } from 'react-native-gesture-handler';
import Animated, {
interpolate,
useAnimatedStyle,
useSharedValue,
withTiming,
Easing,
type SharedValue,
@rsms
rsms / macos-distribution.md
Last active May 13, 2024 21:53
macOS distribution — code signing, notarization, quarantine, distribution vehicles
@lepikhinb
lepikhinb / .aliases
Created October 1, 2022 23:23
Bash aliases for common commands
# Git
alias wip="git add .; git commit -m 'wip'"
alias push="git push"
# PHP
alias c="composer"
alias pest='./vendor/bin/pest'
alias pint='./vendor/bin/pint'
alias stan='./vendor/bin/phpstan'
@zloedi
zloedi / roguelike_FOV.c
Last active May 13, 2024 21:51
Efficient roguelike grid FOV / shadowcasting / line of sight in a single C function inspired by https://docs.microsoft.com/en-us/archive/blogs/ericlippert/shadowcasting-in-c-part-one
// Copyright (c) 2021 Stoiko Todorov
// This work is licensed under the terms of the MIT license.
// For a copy, see https://opensource.org/licenses/MIT.
// What this function does:
// Rasterizes a single Field Of View octant on a grid, similar to the way
// field of view / line of sight / shadowcasting is implemented in some
// roguelikes.
// Uses rays to define visible volumes instead of tracing lines from origin
// to pixels.