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@josimard
josimard / InterpolationLibrary.cpp
Last active March 19, 2025 22:27
UE4 - Critically Damped Spring Interpolation Smoothing for Unreal Engine (Similar to SmoothDamp)
#include "InterpolationLibrary.h"
#include "Kismet/KismetMathLibrary.h"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Critically Damped Spring Interpolations (ie: Similar to Unity's SmoothDamp, but will less operations)
// Inspired from Keijiro's code: https://github.com/keijiro/SmoothingTest
// Math reference: http://mathproofs.blogspot.jp/2013/07/critically-damped-spring-smoothing.html
FVector UInterpolationLibrary::VectorSpringInterpCD(FVector Current, FVector Target, FVector& Velocity, float DeltaTime, float InterpSpeed, float MaxVelocity)
{
@airstrike
airstrike / generate.c
Last active April 16, 2020 19:28 — forked from Joker-vD/generate.c
Dungeon Generator (Uncompressed, MS Visual Studio 2008)
// Uncompressed version of dungeon generator, backported for MS Visual Studio 2008
// Original work: https://gist.github.com/munificent/b1bcd969063da3e6c298be070a22b604
// Original uncompressed version: https://gist.github.com/Joker-vD/cc5372a349559b9d1a3b220d5eaf2b01
// Tested with Microsoft (R) C/C++ Optimizing Compiler Version 16.00.30319.01 for x64
#include <time.h> // Robert Nystrom
#include <stdio.h> // @munificentbob
#include <stdlib.h> // for Ginny
// #include <stdbool.h> // 2008-2019
typedef int bool;
@jpswade
jpswade / devops_best_practices.md
Last active November 17, 2025 04:30
Devops Best Practices Checklist

Find the original here article here: Devops Best Practices

DevOps started out as "Agile Systems Administration". In 2008, at the Agile Conference in Toronto, Andrew Shafer posted an offer to moderate an ad hoc "Birds of a Feather" meeting to discuss the topic of "Agile Infrastructure". Only one person showed up to discuss the topic: Patrick Debois. Their discussions and sharing of ideas with others advanced the concept of "agile systems administration". Debois and Shafer formed an Agile Systems Administrator group on Google, with limited success. Patrick Debois did a presentation called "Infrastructure and Operations" addressing

#include <vector>
#include <iostream>
#include <map>
#include <algorithm>
#include <string>
using namespace std;
const char FLOOR = '1' ;
@andreicristianpetcu
andreicristianpetcu / ansible-summary.md
Created May 30, 2016 19:25
This is an ANSIBLE Cheat Sheet from Jon Warbrick

An Ansible summary

Jon Warbrick, July 2014, V3.2 (for Ansible 1.7)

Configuration file

intro_configuration.html

First one found from of

@grisevg
grisevg / FAsyncQueue.h
Last active October 20, 2025 13:22
Utility class for asynchronous/coroutine style programming in UE4 C++
#pragma once
/**
* FAsyncQueue can be used to run asynchronous delegates in sequence, parallel and combinations of the above
*
* Use Add() to enqueue delegates matching FAsyncDelegate signature:
* a void function that accepts a single argument of another void function with no arguments.
*
* Static factories MakeSync, MakeSequence and MakeParallel can be used to wrap different type of delegates and
* delegate collections into a single FAsyncDelegate which can be enqueued with Add().
@jchildren
jchildren / LevelManager.cpp
Created December 6, 2015 21:52
Unreal engine instanced static mesh manager for floors and walls
// Fill out your copyright notice in the Description page of Project Settings.
#include "LevelGeneration.h"
#include "LevelManager.h"
// Sets default values
ALevelManager::ALevelManager() :
MaxX(10),
@MSGhero
MSGhero / Direction.hx
Last active September 25, 2015 09:03
Compass direction <=> degree measure abstract for Haxe. Useful for me, maybe for you.
package entities;
import nape.geom.Vec2;
/**
* @author MSGHero
*/
@:enum
abstract Direction(Int) {
@shadmar
shadmar / QuadTree.cpp
Last active February 21, 2024 19:31
QuadTree implementation in C++ designed for use in spatial applications (maps)
//
// QuadTreeNode.cpp
//
// Created by Tomas Basham on 15/03/2014.
// Copyright (c) 2014 tomasbasham.co.uk. All rights reserved.
//
#include <iostream>
#include "QuadTree.h"
@AndreiRudenko
AndreiRudenko / SpatialHash.hx
Last active May 13, 2019 19:01
SpatialHash uniform-grid implementation
// SpatialHash uniform-grid implementation
// Broad-phase algorithm for collision detection
// Andrei Rudenko // SpatialHash.hx (24.07.2016)
import luxe.Vector;
import luxe.utils.Maths;
class SpatialHash {
public var min(default, null):Vector;