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So I see two options right now: | |
Idea 1: | |
// add a convenience method to the API | |
cpMakeBodyAndShape(mass, NUM_VERTS, verts){ | |
verts = AllThatConvexHullStuff(verts); | |
moment = cpMomentForPoly(verts, otherNumber, mass, etc); | |
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using System; | |
using System.Runtime.InteropServices; | |
public class GLFW { | |
// TODO: Obviously don't do this. | |
public const string GLFW_LIB = "/Users/kortham/lib/libglfw.dylib"; | |
public static int WINDOW = 0x00010001; |
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public AudioSource audioSauce; | |
public string CurrentAudioInput = "none"; | |
int deviceNum = 0; | |
void Start() | |
{ | |
string[] inputDevices = new string[Microphone.devices.Length]; | |
deviceNum = 0; |
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Core engine classes | |
90 LOM/engine/Cubemap.cs <---- derives from Texture.cs | |
140 LOM/engine/FullScreenEffect.cs | |
56 LOM/engine/GameObject.cs <---- Basic GameObject, or entity. | |
242 LOM/engine/GameState.cs <---- Base class game state, manage objects, time, gameloop, input, matrix | |
17 LOM/engine/Input.cs | |
104 LOM/engine/Log.cs | |
83 LOM/engine/Main.cs | |
391 LOM/engine/Material.cs <---- Materials = shader, textures, and uniforms. | |
148 LOM/engine/RenderQueue.cs <---- Automatic batching and depth sorting. |
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kortham@Turing ~/projects/PencilAndy/Pencil.Gaming$ file natives*/* | |
natives32-glfw2/glfw.dll: PE32 executable for MS Windows (DLL) (console) Intel 80386 32-bit | |
natives32-glfw2/libglfw.dylib: Mach-O dynamically linked shared library i386 | |
natives32-glfw2/libglfw.so: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, stripped | |
natives32-glfw2/liblua.dylib: Mach-O dynamically linked shared library i386 | |
natives32-glfw2/liblua.so: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, not stripped | |
natives32-glfw2/libopenal.so: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, stripped | |
natives32-glfw2/lua.dll: PE32 executable for MS Windows (DLL) (console) Intel 80386 32-bit | |
natives32-glfw2/openal32.dll: PE32 executable for MS Windows (DLL) (GUI) Intel 80386 32-bit | |
natives32-glfw2/wrap_oal.dll: PE32 executable for MS Windows (DLL) (GUI) Intel 80386 |
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def system(cmd) | |
puts cmd | |
Kernel.system(cmd) | |
end | |
def convert(filename, size) | |
ext = File.extname(filename) | |
base = File.basename(filename, ext) | |
dir = File.dirname(filename) |
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2014-12-31 11:37:17.688 cocos2d: animation started with frame interval: 60.00 | |
... | |
2014-12-31 11:45:41.834 Update called with dt=0.016794 time=3.183816 | |
2014-12-31 11:45:41.850 Fixed Update called with dt=0.016667 time=3.200000 | |
2014-12-31 11:45:41.851 Scheduled selector called #31 with t=0.100000 | |
*************** | |
2014-12-31 11:45:41.851 Update called with dt=0.016767 time=3.200583 | |
2014-12-31 11:45:41.867 Fixed Update called with dt=0.016667 time=3.216667 |
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// scheduling test object: | |
- (void) setupScheduleCallbackTimeTest | |
{ | |
// Test pausing the content node with extra parent nodes. | |
self.subTitle = @"Andy is cool"; | |
CCSprite *sprite = [SchedulerTestSprite spriteWithImageNamed:@"Sprites/bird.png"]; | |
[self.contentNode addChild:sprite]; | |
// ********************************* |
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Supported extensions: | |
GL_ARB_color_buffer_float | |
GL_ARB_depth_buffer_float | |
GL_ARB_depth_clamp | |
GL_ARB_depth_texture | |
GL_ARB_draw_buffers | |
GL_ARB_draw_elements_base_vertex | |
GL_ARB_draw_instanced | |
GL_ARB_fragment_program | |
GL_ARB_fragment_program_shadow |
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[MenuItem("Selection/Center on first child", false, 301)] | |
static void Center() { | |
Object[] objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Editable | SelectionMode.ExcludePrefab); | |
foreach (GameObject go in objs){ | |
Transform child = go.transform.GetChild(0); | |
Vector3 childPos = child.position; |
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