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@icculus
icculus / sdl3quickref.md
Created December 9, 2024 00:03
SDL3 Quick Reference test
// SDL3 API Quick Reference
//
// https://libsdl.org/
//
// The latest version of this document can be found at https://wiki.libsdl.org/SDL3/QuickReference
// When this document was written: 2024-12-09 00:00:45 GMT
// Based on SDL version 3.1.7
@bartowski1182
bartowski1182 / calibration_datav3.txt
Last active November 19, 2025 03:23
Calibration data provided by Dampf, combines his own efforts on top of Kalomaze's. Used for calibrating GGUF imatrix files
In addition to a significant decrease in hepatic lipid accumulation in the IOE group, which inhibited energy intake by propionate enrichment, hepatic lipids were also significantly reduced in the mice in the IOP group, which was largely enriched with butyrate. Compared with the IOE group, IOP had a stronger regulatory effect on hepatic metabolism and triglyceride metabolism and higher levels of TCA cycle in the host. In addition, butyrate has the ability to promote browning of white adipose tissue (WAT) to brown adipose tissue (BAT).^[@ref39],[@ref40]^ WAT stores energy, whereas BAT uses energy for heating and consequently host energy expenditure increases.^[@ref41],[@ref42]^ However, adipose tissue weight does not change after WAT browning.^[@ref43]^ Therefore, the weight of adipose tissue of mice in the IOP group dominated by butyrate was greater than that of the mice in the IOE group dominated by propionate.
In conclusion ([Figure [7](#fig7){ref-type="fig"}](#fig7){ref-type="fig"}C), the improvement of ob
@bazhenovc
bazhenovc / the_sane_rendering_manifesto.md
Last active November 2, 2025 07:57
The Sane Rendering Manifesto

The Sane Rendering Manifesto

The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.

These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.

Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.

Do not use dynamic resolution.

@Artefact2
Artefact2 / README.md
Last active November 28, 2025 02:29
GGUF quantizations overview

Which GGUF is right for me? (Opinionated)

Good question! I am collecting human data on how quantization affects outputs. See here for more information: ggml-org/llama.cpp#5962

In the meantime, use the largest that fully fits in your GPU. If you can comfortably fit Q4_K_S, try using a model with more parameters.

llama.cpp feature matrix

See the wiki upstream: https://github.com/ggerganov/llama.cpp/wiki/Feature-matrix

@digitalsignalperson
digitalsignalperson / stream.sh
Last active September 1, 2025 21:03
xdp screen cast example, modified to pipe to ffmpeg
mkfifo /tmp/gfifo
./xdp-screen-cast-ffmpeg.py & # or run in another terminal
# Note the gstreamer pipeline
# 'pipewiresrc fd=%d path=%u ! videorate ! video/x-raw,framerate=60/1 ! videoconvert ! filesink location=/tmp/gfifo'
# I specified a 60/1 frameerate. You can do other pre-processing here, or offload it to ffmpeg.
# Encode the stream and pipe to netcat
# note: must specify correct resolution here
# we can now use h264_nvenc, mpegts, and anything else ffmpeg has
We couldn’t find that file to show.
@jdah
jdah / wfc.hpp
Created August 5, 2022 15:18
Wave Function Collapse
#pragma once
#include "util/types.hpp"
#include "util/std.hpp"
#include "util/ndarray.hpp"
#include "util/collections.hpp"
#include "util/rand.hpp"
#include "util/hash.hpp"
#include "util/assert.hpp"
#include "util/bitset.hpp"
@reklis
reklis / Example.cpp
Created September 15, 2015 19:40
reliability-and-flow-control
/*
Reliability and Flow Control Example
From "Networking for Game Programmers" - http://www.gaffer.org/networking-for-game-programmers
Author: Glenn Fiedler <gaffer@gaffer.org>
*/
#include <iostream>
#include <fstream>
#include <string>
#include <vector>