(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
■UnityでLuaを使いたいので、色々行った検証などをメモしておく | |
▼目次 | |
○そもそも、Luaと他言語連携ってどうやるのよ? | |
・VC++で色々試して、基本的な使い方はわかった | |
・使い方自体は簡単だったが、思っていたほど単純な物ではなかった | |
・Stateを作って、そこで値をやり取りする事 | |
・スタック管理で値を取る事 |
/** | |
* Input Module to use the new unity ui with multitouch from https://github.com/TouchScript | |
* Install TouchScript in your unity project, then add an EventSystem and replace the InputModules by this one. | |
* | |
* | |
* Basically modified TouchInputModule from | |
* https://bitbucket.org/Unity-Technologies/ui/src/5fc21bb4ecf4b40ff6630057edaa070252909b2e/UnityEngine.UI/EventSystem/InputModules/TouchInputModule.cs?at=4.6 | |
* and changing ProcessTouchEvent to take events from TouchScript | |
* | |
* Got the TouchScript stuff from |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
#include <conio.h> | |
#include "Ogre.h" | |
#include "OgreFrameListener.h" | |
#include "OgreShaderGenerator.h" | |
///////////////////////////////////////////////////////////////////////////////////////////////// | |
class ShaderGeneratorTechniqueResolverListener : public Ogre::MaterialManager::Listener | |
{ | |
public: |
Perlin Noise (fBm 関数)をオブジェクトの動きに取り入れることによって、色々と面白い効果が生み出せます。例えば、これを位置と回転に適用するだけで、カメラの手ブレ風エフェクトなどを作り出せます。
Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |