I hereby claim:
- I am hamcha on github.
- I am hamcha (https://keybase.io/hamcha) on keybase.
- I have a public key whose fingerprint is 35DD CAF8 2452 CFA6 B102 9AF3 5486 840A F825 0D9A
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
-- If you have Haskell -> ghc money.hs && ./money | |
module Main where | |
-- We use Decimal because it provides us with decent floating point arithmetic. | |
-- Using IEEE 754 (Float) math is bad when we're talking money! | |
import Data.Decimal | |
-- All the kinds of notes and coins we have at our disposal |
// http://events.ccc.de/congress/2011/Fahrplan/attachments/2007_28C3_Effective_DoS_on_web_application_platforms.pdf | |
// Original by pedrox (https://gist.github.com/pedrox/eb8d674bf2b8be63da0f) | |
package main | |
import ( | |
"fmt" | |
"math/rand" | |
"strconv" | |
) |
/* Global */ | |
@import url(http://fonts.googleapis.com/css?family=Source+Sans+Pro:300,400,700,400italic); | |
* { | |
color: #333; | |
} | |
#logo, .forum-image, .headerbar, .servizi img { | |
display: none; |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CameraTracking : MonoBehaviour | |
{ | |
public struct CameraObject | |
{ | |
public GameObject Object; | |
public float Weight; |
package main | |
import ( | |
"io/ioutil" | |
"net/http" | |
"html/template" | |
) | |
type ChatLog struct { | |
Content string |
using UnityEngine; | |
using System.Collections; | |
public class Sprite2D : MonoBehaviour { | |
public Camera gameCamera; | |
private float initialRotation; | |
void Start() | |
{ |
// Smooth Follow from Standard Assets | |
// Converted to C# because I fucking hate UnityScript and it's inexistant C# interoperability | |
// If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead. | |
using UnityEngine; | |
using System.Collections; | |
public class SmoothFollow : MonoBehaviour { | |
// The target we are following | |
public Transform target; |
uniform vec2 resolution; | |
uniform float lowFreq, midFreq, highFreq; | |
uniform float time; | |
uniform vec2 mouse; | |
void rX(inout vec3 p, float a) { float c,s;vec3 q=p; c = cos(a); s = sin(a); p.y = c * q.y - s * q.z; p.z = s * q.y + c * q.z; } | |
void rY(inout vec3 p, float a) { float c,s;vec3 q=p; c = cos(a); s = sin(a); p.x = c * q.x + s * q.z; p.z = -s * q.x + c * q.z;} | |
float star(vec3 p, float s) { return length(p)-s; } | |
float starfield(vec3 p, float s, vec3 c) { vec3 q = mod(p,c)-.5*c; return star(q,s); } |