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@iinfin
iinfin / houdini_attributes.md
Last active March 10, 2026 22:44
houdini attributes cheatsheet

https://mrkunz.com/blog/08_22_2018_VEX_Wrangle_Cheat_Sheet.html

f@Frame The current floating frame number, equivalent to the $FF Hscript variable
f@Time The current time in seconds, equivalent to the $T Hscript variable
i@SimFrame The integer simulation timestep number ($SF), only present in DOP contexts
f@SimTime The simulation time in seconds ($ST), only present in DOP contexts
f@TimeInc The timestep currently being used for simulation or playback
- -
template <typename Left, typename Right>
struct ConcatExpr;
template <typename Left, typename Right>
struct AltExpr;
template <typename SubExpr>
struct RepeatExpr;
template <char ch>
@galek
galek / pbr.glsl
Created November 4, 2015 11:10
PBR GLSL SHADER
in vec2 v_texcoord; // texture coords
in vec3 v_normal; // normal
in vec3 v_binormal; // binormal (for TBN basis calc)
in vec3 v_pos; // pixel view space position
out vec4 color;
layout(std140) uniform Transforms
{
mat4x4 world_matrix; // object's world position
@BashedCrab
BashedCrab / JumpyOctopus.py
Created February 12, 2014 03:25
JumpyOctopus
from scene import *
from PIL import Image
import sound
import random
GAME_READY = 0
GAME_PLAY = 1
GAME_DYING = 2
GAME_DEAD = 3