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Jonathan Sandusky JSandusky

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@JSandusky
JSandusky / SkyrimScan.cs
Created August 27, 2026 19:40
Skyrim scan
using Mutagen.Bethesda.Skyrim;
using System;
using System.Collections.Generic;
using System.Linq;
using Mutagen.Bethesda;
using Mutagen.Bethesda.Skyrim;
using Mutagen.Bethesda.Plugins.Cache.Internals.Implementations;
using BBox = System.Collections.Generic.KeyValuePair<Noggog.P3Float, Noggog.P3Float>;
https://www.microcenter.com/site/content/custom-pc-builder.aspx?load=774c7446-4192-4c79-bfdf-8d17dccf46d1
@JSandusky
JSandusky / JiggleBone.cpp
Created March 10, 2025 21:32
Urho3D JiggleBone
#include "../Precompiled.h"
#include "../Physics/JiggleBone.h"
#include "../Core/Context.h"
#include "../Graphics/DebugRenderer.h"
#include "../Scene/Node.h"
/*
Port of http://wiki.unity3d.com/index.php?title=JiggleBone
to Urho3D
@JSandusky
JSandusky / SpeechEvents.h
Created December 31, 2024 02:00
Urho3D speech recognition via pocketsphinx
#pragma once
#include "../Core/Object.h"
namespace Urho3D
{
/// Sound playback finished. Sent through the SoundSource's Node.
URHO3D_EVENT(E_SPEECHRESULT, SpeechResult)
{
@JSandusky
JSandusky / LightShadow.cpp
Last active June 27, 2022 21:44
ShadowAtlas / Clustering file
//****************************************************************************
//
// File: LightShadow.cpp
// License: MIT
// Project: GLVU
//
//****************************************************************************
#include "LightShadow.h"
@JSandusky
JSandusky / TileCache.cpp
Created October 29, 2020 03:02
Shadowmap Caching
//****************************************************************************
//
// File: LightShadow.cpp
// License: MIT
// Project: GLVU
//
//****************************************************************************
#include "LightShadow.h"
@JSandusky
JSandusky / Notes.md
Last active July 11, 2020 03:19
Urho3D OpenVR

Stuff you have to fix to use it

  • I only scanned the first language in reading the JSON action manifest for names
    • you probably want all the names keyed on language
  • You probably need to remove the singlePass (not the same as singleTexture) code from it
  • Add SetElements to VertexBuffer, just set the elements and then call UpdateOffsets()
@JSandusky
JSandusky / VEZRenderScript.cpp
Created February 6, 2020 01:57
VEZ Renderer
#include "RenderScript.h"
#include "Buffer.h"
#include "Material.h"
#include "GraphicsDevice.h"
#include "Effect.h"
#include "LightShadow.h"
#include "Packing.h"
#include "Renderables.h"
#include "Renderer.h"
@JSandusky
JSandusky / DecalMesh.cs
Created December 8, 2019 18:18
MonoGame Decal Mesh
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace DelveLib
{
public class DecalMesh : IDisposable
{
#include "ImmediateRender.h"
#include "../Core/Context.h"
#include "../Graphics/VertexBuffer.h"
#include "../Graphics/Camera.h"
#include "../Graphics/Graphics.h"
#include "../Scene/Node.h"
#include "../Input/Input.h"
#include "../Graphics/View.h"
#include "../Graphics/Viewport.h"