Go to Sublime Text 2 > Preferences > Key Bindings - User
and add this JSON to the file:
[
{ "keys": ["super+shift+l"],
"command": "insert_snippet",
"args": {
"contents": "console.log(${1:}$SELECTION);${0}"
}
}
Go to Sublime Text 2 > Preferences > Key Bindings - User
and add this JSON to the file:
[
{ "keys": ["super+shift+l"],
"command": "insert_snippet",
"args": {
"contents": "console.log(${1:}$SELECTION);${0}"
}
}
/** | |
* Recursive shadowcasting algorithm. | |
* This algorithm creates a field of view centered around (x, y). | |
* Opaque tiles are treated as if they have beveled edges. | |
* Transparent tiles are visible only if their center is visible, so the | |
* algorithm is symmetric. | |
* @param cx - x coordinate of center | |
* @param cy - y coordinate of center | |
* @param transparent - function that takes (x, y) as arguments and returns the transparency of that tile | |
* @param reveal - callback function that reveals the tile at (x, y) |
"workbench.colorCustomizations": { | |
// Contrast Colors - The contrast colors are typically only set for high contrast themes. If set, they add an additional border around items across the UI to increase the contrast. | |
"contrastActiveBorder": "", | |
"contrastBorder": "", | |
// Base Colors | |
"focusBorder": "", | |
"foreground": "", | |
"widget.shadow": "", | |
"selection.background": "", | |
"descriptionForeground": "", |
import argparse | |
""" | |
Works only for raw 8 bit signed mono data. | |
This script was writen as an easy way to convert original Amiga ST-XX raw | |
samples to a more documented format that keeps the original data untouched. | |
See also: |
Archive:
These are 8 bit samples often used with the first Amiga trackers of the late 80s and early 90s, like Ultimate Soundtracker. In original and updated formats.
Following the info found in [this other archive][other], I tried to accurately convert the original files to modern & self documenting formats (.wav or .aiff), so they can easily be used in modern DAWs or modern trackers, like
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
<?php | |
/* | |
A simple PHP class to perform basic operations against Amazon S3 and compatible | |
services. Requires modern PHP (7+, probably) with curl, dom, and iconv modules. | |
Copyright 2022 Marco Arment. Released under the MIT license: | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights |