These instructions have moved to https://github.com/emporia-vue-local/esphome
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// raylib+Bullet physics | |
// Sam Jackson | |
// Partially based off this: https://github.com/bulletphysics/bullet3/blob/master/examples/HelloWorld/HelloWorld.cpp | |
#include <vector> | |
#include <btBulletDynamicsCommon.h> | |
#include <raylib.h> | |
btDefaultCollisionConfiguration* collision_configuration; |
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#include <stdio.h> | |
#include <stdint.h> | |
#include <stdbool.h> | |
#include <stdlib.h> | |
#include <math.h> | |
#include "tigr.h" | |
#include "vec2.h" | |
// extension of this code | |
// https://github.com/gustavopezzi/triangle-rasterizer-float |
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; remove all parameters | |
M8513 | |
; [[The text after the semicolon is a comment, please modify the corresponding parameters according to the description of the comment, the command after the semicolon will be ignored]] | |
; The basic format is Mxxx Ixxx, Mxxx Txxx or Mxxx Sxxx, where Ixx (is the letter I, the first letter of integer, not the number 1) followed by an integer, which can be decimal or hexadecimal (starting with 0x) , Pxx, Sxx are followed by floating point numbers | |
; [Direction control of stepper motor] The directions of I1 and I-1 are just opposite, so if the direction of the motor is wrong, either change the wiring or change this direction parameter | |
; Z stepper motor direction | |
M8004 I1 |
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import os | |
import sys | |
""" | |
This (pure!) python script streams a gzip-compressed YUV4MPEG video to stdout. | |
It easily runs at 1080p60fps on my machine. | |
Pipe it into a media player like this: | |
python3 gzip_swar_life.py | mbuffer | gunzip - | mpv - |
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// emcc -s USE_SDL=2 index.c -o index.html | |
// For images, see https://lyceum-allotments.github.io/2016/06/emscripten-and-sdl2-tutorial-part-4-look-owl/ | |
// See also https://github.com/paked/sdl2-cmake-emscripten/blob/master/src/main.cpp | |
#include <emscripten.h> | |
#include <SDL2/SDL.h> | |
SDL_Surface *screen; | |
SDL_Window *window; | |
SDL_Renderer *renderer; |
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// License: Apache-2.0 / MIT | |
use bevy::core_pipeline::{ | |
draw_3d_graph, node, AlphaMask3d, Opaque3d, RenderTargetClearColors, Transparent3d, | |
}; | |
use bevy::prelude::*; | |
use bevy::reflect::TypeUuid; | |
use bevy::render::camera::{ActiveCamera, CameraTypePlugin, RenderTarget}; | |
use bevy::render::render_asset::RenderAssets; | |
use bevy::render::render_graph::{NodeRunError, RenderGraph, RenderGraphContext, SlotValue}; |
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# For Godot 4 Alpha 2 | |
# The head node should contain the camera, flashlight and other things that require a pivot/rotation | |
class_name BasicFpsController | |
extends CharacterBody3D | |
@export var MOVE_SPEED := 4.0 | |
@export var JUMP_FORCE := 4.5 | |
@export var SPRINT_SPEED := 6.0 |
This article details my adventures and disadventures while porting my +9 years old XNA games, originally developed for Windows Phone, to multiple other frameworks (SharpDX, PSM, MonoGame...), for PSVita, Android and Desktop (Windows, Linux, macOS) platforms.
The article is divided in 3 parts:
- PART 1: The Past - My porting adventures during the last 9 years.
- PART 2: The Present - My porting adventures during the last few days.
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#include "raylib.h" | |
#include <gst/gst.h> | |
#include <gst/app/gstappsink.h> | |
GstElement* createPipeline(const char* filename) | |
{ | |
GError *error; | |
gchar *pipelineString = g_strdup_printf ("filesrc location=%s ! tee name=t ! queue ! decodebin ! videoconvert ! appsink name=output caps=video/x-raw,format=RGBA,pixel-aspect-ratio=1/1 t. ! queue ! decodebin ! audioconvert ! audioresample ! autoaudiosink", filename); | |
GstElement *pipeline = gst_parse_launch (pipelineString, &error); |
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