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Not sure what to do, not sure where to go, but I'll find myself one day...

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Not sure what to do, not sure where to go, but I'll find myself one day...
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@JoakimThorsen
JoakimThorsen / TMC links.md
Last active June 1, 2026 21:09
An attempt at collecting TMC-related resources, websites, mods, servers, and other links.

SDK Installation instructions

  1. Install arm-none-eabi-gcc (if you're on Windows, you can use msys2 and install mingw-w64-arm-none-eabi-gcc package; on Linux/macOS use your distro's package, e.g for Debian it is gcc-arm-none-eabi, on macOS Homebrew it's gcc-arm-embedded; this guide won't work on macOS ≥10.15 because elf2mod is a 32-bit app).
  2. Fetch Brew MP SDK 7.12.5 installer and platform SDK installer for the BREW version you'd like to target. Installers won't run on windows 10, so don't install them yet.
  3. Extract Brew MP SDK 7.12.5 installer with 7-Zip.
  4. Inside it, extract another installer called BREWMPTools.exe the same way.
  5. Extract platform SDK to some other directory.

Compiler flags

@pwn0rz
pwn0rz / fprpc.c
Created May 30, 2021 09:12
The MIG from FairplayIOKit to fairplayd
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <mach/mach.h>
#include <CommonCrypto/CommonCrypto.h>
#include <ctype.h>
void hexdump(void *ptr, int buflen) {
unsigned char *buf = (unsigned char*)ptr;
int i, j;
@probonopd
probonopd / Wayland.md
Last active June 19, 2026 01:00
Think twice about Wayland. It breaks everything!

Think twice before abandoning X11. Wayland breaks everything!

tl;dr: Wayland is not "the future", it is merely an incompatible alternative to the established standard with a different set of priorities and goals.

Wayland breaks everything! It is binary incompatible, provides no clear transition path with 1:1 replacements for everything in X11, and is even philosophically incompatible with X11. Hence, if you are interested in existing applications to "just work" without the need for adjustments, then you may be better off avoiding Wayland.

Wayland solves no issues I have but breaks almost everything I need. Even the most basic, most simple things (like xkill) - in this case with no obvious replacement. And usually it stays broken, because the Wayland folks mostly seem to care about Automotive, Gnome, maybe KDE - and alienating e

@Commoble
Commoble / build.gradle
Last active October 16, 2025 18:03
How2ShadowJar in a minecraft forge mod's buildscript
// thanks to gigaherz for pointing me in the right directions on the buildscript
// The shadow gradle plugin assists with repackaging a 3rd-party library jar within your own jar
// In addition to ensuring that your end-users have the library available when they use your own thing,
// it also helps avoid collisions with other things that are also using the same library.
// As always, make sure the license of the library allows redistribution and is compatible with
// your own thing's license before redistributing it in this manner
buildscript {

Adding Dependencies

Introduction

Adding Dependencies allows you to access hooks, tools and apis provided by other mods. Depending on other's code allows you to spend lesser time on writing your code, and more time on refining it. A commonly used dependency in fabric is Fabric API.

Adding the repository

Open your build.gradle file and add the required maven repositories

repositories {
    maven {
 name = "Example"
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active June 14, 2026 23:55
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

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](https:

https://youtu.be/-C-JoyNuQJs?t=39m45s
When I put the reference implementation onto the website I needed to
put a software license on it.
And I looked at all the licenses that were available, and there were a lot
of them. And I decided that the one I liked the best was the MIT License,
which was a notice that you would put on your source and it would say,
"you're allowed to use this for any purpose you want, just leave the
notice in the source and don't sue me."
@thomasbnt
thomasbnt / code_colors_discordjs.md
Last active May 23, 2026 00:52
Code colors for embed discord.js

Here is an updated list of the colors that are currently implemented with a name. To using colors on discord.js, this is a typedef Colors, Colors.Aqua to get the Aqua color.

Name Int value Hex Code
Default 0 #000000
Aqua 1752220 #1ABC9C
DarkAqua 1146986 #11806A
Green 5763719 #57F287
DarkGreen 2067276 #1F8B4C
7/10/12 10:45:16.780 AM webgame: (24)d: NGUITextDrawable handleCommand loaded
7/10/12 10:45:16.780 AM webgame: (23)d: NGUIImageDrawable handleCommand loaded
7/10/12 10:45:16.781 AM webgame: (1193)d: Sq3Initializer: can now use sqlite on multiple threads, using the sam connection
7/10/12 10:45:16.782 AM webgame: @@@ main
7/10/12 10:45:16.805 AM webgame: (127)@@@ GameAppDelegate:didFinishLaunchingWithOptions
7/10/12 10:45:16.806 AM webgame: (128)i: ngCore Application Created
7/10/12 10:45:16.808 AM webgame: (173)i: Setting map[NgStartingServer] = http://192.168.111.251:8002
7/10/12 10:45:16.808 AM webgame: (173)i: Setting map[NgStartingGame] = FFB/client
7/10/12 10:45:16.809 AM webgame: (173)i: Setting map[NgBootServer] = https://games-secure.mobage.com/mobage/games/mobageBoot
7/10/12 10:45:16.809 AM webgame: (173)i: Setting map[nativeLog] = true