Application.put_env(:sample, Sample.Repo, database: "oban_dev")
Application.put_env(:phoenix, :json_library, Jason)
Application.put_env(:sample, Sample.Endpoint,
http: [ip: {127, 0, 0, 1}, port: 5001],
server: true,
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading.Tasks; | |
using UnityEditor; | |
using UnityEditor.PackageManager; | |
using UnityEditor.PackageManager.Requests; | |
using UnityEngine; | |
using static System.Environment; |
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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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## For a beginner-friendly version of the following (more advanced users likely will get better use of the below, | |
## if you're just starting out...), see this new gist: | |
## https://gist.github.com/WolfgangSenff/0a9c1d800db42a9a9441b2d0288ed0fd | |
This document represents the beginning of an upgrade or migration document for GDScript 2.0 and Godot 4.0. I'm focusing on 2D | |
at the moment as I'm upgrading a 2D game, but will hopefully have more to add for 3D afterward. | |
## If you want more content like this, please help fund my cat's medical bills at https://ko-fi.com/kyleszklenski - thank you very much! On to the migration guide. |
- If Termux is closed in the background by Android, the cron service will stop updating your repository and you must open Termux again. Refer to instructions for your device model to disable the killing of certain background applications.
- This may negatively affect your devices battery life. I'm not entirely sure yet.
- Install Termux – Apps on Google Play
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shader_type spatial; | |
render_mode cull_disabled, blend_mix,diffuse_burley, specular_schlick_ggx; | |
uniform sampler2D u_terrain_heightmap; | |
uniform sampler2D u_terrain_detailmap; | |
uniform sampler2D u_terrain_normalmap; | |
uniform sampler2D u_terrain_globalmap : hint_albedo; | |
uniform mat4 u_terrain_inverse_transform; | |
uniform mat3 u_terrain_normal_basis; |
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extends Node | |
# Based on this tweet by Clay John: | |
# https://twitter.com/john_clayjohn/status/1306447928932753408 | |
func _ready() -> void: | |
# Create a local rendering device. | |
var rd := RenderingServer.create_local_rendering_device() | |
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/* This needs to live in a folder named "Editor", or it won't work. Doesn't have to be named | |
"BobTheBuilder", though. Name it whatever you want! */ | |
using System; | |
using UnityEditor; | |
using UnityEngine; | |
public class BobTheBuilder | |
{ | |
/* List of scenes to include in the build */ |
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 or Unity for their games (or that's what lot of people think) because d
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shader_type canvas_item; | |
uniform float value: hint_range(0, 100); // % | |
uniform float thickness: hint_range(0, 100) = 30.; // % thickness | |
uniform sampler2D fg: hint_albedo; | |
uniform sampler2D bg: hint_black_albedo; | |
uniform float offset: hint_range(0, 100); // % | |
uniform float smoothing: hint_range(0, 100) = 5.; | |
void fragment() { |
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