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@scpedicini
scpedicini / CLAUDE.md
Created November 30, 2025 21:27
Full CLAUDE.md Sample File

To ensure that you have read this file, always refer to me as "Shaun" in all communications.

Best Practices

  • Prefer smaller separate components over larger ones.
  • Prefer modular code over monolithic code.
  • Use existing code style conventions and patterns.
  • Prefer types over interfaces.

Tech Stack

@intaxwashere
intaxwashere / customthunkexample.md
Last active November 25, 2025 13:51
Custom Thunks Unreal Engine TL;DR

Custom thunks TL;DR

This smol post assumes you worked on a custom thunk implementation before but no idea how it works, why you're using cursed macros from 1990s etc. If you don't have any programming experience or relatively new to Unreal world, it's likely you might not understand anything from this post, not because concepts are too difficult to grasp, but rather because this post is written for the people who has an understanding of how Unreal works since a while and want to expand their knowledge of custom thunks implementation.

Part 1:

  • A thunk is a function that you can save and call later, so if you had an array of TFunction<void()>s, you would have an array of custom thunks that you can bind/unbind new function pointers to existing TFunctions.
  • Custom thunks of Blueprints are the same, they're a fancy array/list of function pointers. Imagine for each node you placed to graph, Blueprints have a place for that node in it's list of custom thunks. For example the + node in Blueprints that
@emidoots
emidoots / ramblings.md
Last active December 25, 2024 04:39
Because cross-compiling binaries for Windows is easier than building natively

Because cross-compiling binaries for Windows is easier than building natively

I want Microsoft to do better, want Windows to be a decent development platform-and yet, I constantly see Microsoft playing the open source game: advertising how open-source and developer friendly they are - only to crush developers under the heel of the corporate behemoth's boot.

The people who work at Microsoft are amazing, kind, talented individuals. This is aimed at the company's leadership, who I feel has on many occassions crushed myself and other developers under. It's a plea for help.

The source of truth for the 'open source' C#, C++, Rust, and other Windows SDKs is proprietary

You probably haven't heard of it before, but if you've ever used win32 API bindings in C#, C++, Rust, or other languages, odds are they were generated from a repository called microsoft/win32metadata.

Moved to repo: /quenhus/uBlock-Origin-dev-filter

In order to keep filters up to date, please use this repo.

@realStandal
realStandal / blockbench-to-unreal-engine-5.md
Last active October 2, 2023 22:28
Blockbench to Unreal Engine 5

The following is how an object can be exported from Blockbench and imported to Unreal Engine 5.

Objects can be created in Blockbench according to its intended scale (16 pixels = 1 meter).

Objects should be exported from BB in the .obj format.

The .obj can be imported into Unreal Engine, just like any other asset.

A rotation should be applied to the object should be applied, used to normalize coordinates from Blockbech to UE.

  • X: 90
@akihikodaki
akihikodaki / README.en.md
Last active December 2, 2025 01:21
Linux Desktop on Apple Silicon in Practice

Linux Desktop on Apple Silicon in Practice

I bought M1 MacBook Air. It is the fastest computer I have, and I have been a GNOME/GNU/Linux user for long time. It is obvious conclusion that I need practical Linux desktop environment on Apple Silicon.

Fortunately, Linux already works on Apple Silicon/M1. But how practical is it?

  • Two native ports exist.

Announcement

Please stop using this extension and Microsoft's C++ extension for Unreal code completion.

clangd

The VSCode extension clangd has blazing fast code completion in comparison. I've made a VSCode extension for it:

https://github.com/boocs/unreal-clangd

You will use clangd for code completion(Intellisense) and use Microsoft's C++ extension for Building/Debugging

Shader "Hidden/JumpFloodOutline"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "PreviewType" = "Plane" }
Cull Off ZWrite Off ZTest Always
@ismailyenigul
ismailyenigul / nextcloud-traefik2-multi-network-deployment.yml
Last active September 15, 2021 07:55
nextcloud-traefik2-multi-network-deployment
## Trafik Multi Network Deployment
1. Create Traefik network
` # docker network create --driver=bridge --attachable --internal=false traefik `
2. Edit `traefik2/docker-compose.yml`
- Change ACME email
- Change --providers.docker.network=traefik value if you created different network then `traefik`
@StevenACoffman
StevenACoffman / Homoglyphs.md
Last active December 11, 2025 13:10
Unicode Look-alikes

Unicode Character Look-Alikes

Original Letter Look-Alike(s)
a а ạ ą ä à á ą
c с ƈ ċ
d ԁ ɗ
e е ẹ ė é è
g ġ
h һ