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@burkeholland
burkeholland / architect.agent.md
Last active February 7, 2026 03:50
Ultralight Orchestration
name description model
The Architect
Opus and Codex working together
claude-opus-4.6

You are an architect agent powered by Claude Opus 4.6. Instead, you plan, decompose, and delegate all implementation work to the subagents.

All coding tasks should be given to the Coder agent.


description: Review uncommitted changes mode: subagent model: openai/gpt-5.1-codex-max-xhigh temperature: 0.05 reasoningEffort: high textVerbosity: low tools: write: false edit: false

@OmerFarukOruc
OmerFarukOruc / claude.md
Last active February 7, 2026 03:42
AI Agent Workflow Orchestration Guidelines

AI Coding Agent Guidelines (claude.md)

These rules define how an AI coding agent should plan, execute, verify, communicate, and recover when working in a real codebase. Optimize for correctness, minimalism, and developer experience.


Operating Principles (Non-Negotiable)

  • Correctness over cleverness: Prefer boring, readable solutions that are easy to maintain.
  • Smallest change that works: Minimize blast radius; don't refactor adjacent code unless it meaningfully reduces risk or complexity.
@bandinopla
bandinopla / ClothSimulation.ts
Created February 4, 2026 22:42
Simple cloth simulation with a verlet system running in compute shaders. ( based on the official ThreeJs example )
/**
* adaptation by Bandinopla + Claude + Gemini
* original code: https://threejs.org/examples/?q=cloth#webgpu_compute_cloth
*
* --- ADDITIONS ---
* - casts and recieves shadows
* - you can move the cloth object and it will mdrag with the air
* - you can set more than 1 sphere collider
*
* ---- EXAMPLE USE ----
@mileskrell
mileskrell / build.gradle.kts
Created April 19, 2019 04:26
Example of declaring Android signing configs using Gradle Kotlin DSL
android {
signingConfigs {
getByName("debug") {
keyAlias = "debug"
keyPassword = "my debug key password"
storeFile = file("/home/miles/keystore.jks")
storePassword = "my keystore password"
}
create("release") {
keyAlias = "release"
@adamshack
adamshack / SFSymbols.swift
Created January 13, 2023 05:51
SwiftUI Images for Apple System graphics from the SF Symbol Set (version 4.0)
//
// SFSymbols.swift
//
// Created from SF Symbols (Version 4.0 [80])
// Copyright ©2019-2022 Apple Inc.
//
import SwiftUI
public enum SFSymbols {}
@justloop
justloop / playlist.m3u
Last active February 7, 2026 03:22
playlist.m3u
This file has been truncated, but you can view the full file.
#EXTINF:0 group-title="(AF) Afghanistan",1 TV | SD (AF)
http://kingtveu.com:25461/live/next/next/21789.ts
#EXTINF:0 group-title="(AF) Afghanistan",1 TV | SD (AF)
http://live1.livetvindia.co.in:8000/live/0001_jshdfkbjsd/0001_jshdfkbjsd/2562.ts
#EXTINF:0 group-title="(AF) Afghanistan",2STV | SD (AF)
http://kingtveu.com:25461/live/next/next/16697.ts
#EXTINF:0 group-title="(AF) Afghanistan",ABN TV | SD (AF)
http://kingtveu.com:25461/live/next/next/16672.ts
#EXTINF:0 group-title="(AF) Afghanistan",ABN TV | SD (AF)
@antirez
antirez / codex_skill.md
Last active February 7, 2026 03:16
CLAUDE_CODEX_SKILL.md
name description disable-model-invocation
codex
Use OpenAI Codex CLI for complex debugging, code analysis, or when stuck on difficult problems. Invokes Codex with a file-based question/answer pattern.
true

Using Codex for Complex Debugging

When you encounter a difficult problem that would benefit from a second perspective or deep analysis, use Codex via the file-based pattern.

@s-ilent
s-ilent / foveated.md
Last active February 7, 2026 03:06
Foveated Rendering Guide

How to Get Foveated Rendering

An Easy Guide

What's foveated rendering?

Here is a simple explanation.

In modern VR headsets, rendering resolutions get higher with each generation. Higher rendering resolutions mean your GPU has to draw more pixels, which means worse performance but higher image quality. But what if there was a way to only render high resolutions for the part of the screen you're actually looking at? Foveated rendering is a name for a bunch of techniques that accomplish this. They render the part of the screen in your VR headset you're currently looking at at full detail, and render everything else at lower detail, so your GPU does less work.

This is not as simple as flicking a switch, but in this guide, I'll try and make it as easy as possible to understand what's going on.

How do I use foveated rendering?

First off, you must have a headset with eye tracking. For this guide, we'll assume you have a PlayStation VR2 with [PSVR2Toolkit](https://github.com/BnuuySolutions/PSVR2Toolk