This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Textures 2.0 mb 28.9% | |
Meshes 0.0 kb 0.0% | |
Animations 0.0 kb 0.0% | |
Sounds 0.0 kb 0.0% | |
Shaders 37.7 kb 0.5% | |
Other Assets 1.0 kb 0.0% | |
Levels 145.8 kb 2.1% | |
Scripts 816.9 kb 11.5% |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Making the Music of Verdant Skies | |
Our team is trying to establish a coherent mood for Verdant Skies and a big part of that comes from Troy’s music. To begin the project, he established a palette of instruments that coalesced around guitar, drums, bass, and organ. Those aren’t everything, but it has done a nice job to establish the frontier-like elements of the game–an untamed wild, expansive and uncharted. | |
The trailer needed to invite the audience in and preview the musical style. For that, Troy decided a piano would be fitting. He used the EastWest Steinway virtual instrument treated with Logic’s built-in Space Designer convolution reverb plugin. This lent a grounded yet otherworldly, shimmering sound. He applied a tape delay to the pedal tones as well. | |
[img]http://kortham.net/temp/VerdantSkiesTracks.png[/img] | |
To structure the music, Troy focused on the three main scenes: a woman walking along a lake, a man walking through a swamp on an autumn day, and two friends meeting near a grove of trees. Each offe |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public static GlfwMouseButtonFun mouseCallback; | |
public static GlfwKeyFun keyCallback; | |
protected virtual void Setup(){ | |
// Setup mouse callbacks: | |
mouseCallback += HandleMouseClick; | |
Glfw.SetMouseButtonCallback(mouseCallback); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Title: | |
Poor performance due to synchronous buffer access | |
--- | |
Replication project and gl traces are included. | |
We've been debugging performance issues that occur specifically on both the OpenGLCore and OpenGL2 renderers. On machines with fast enough GPUs, this issue does occur but the GPU might be fast enough to complete work without huge frame drops. | |
We have not run into it on Windows. | |
It occurs particularly on MacBooks, Macbook Pros, and Macbook Airs. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
0.04 µs glPushGroupMarkerEXT(0, "Camera.ImageEffects"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "Camera.ImageEffects" | |
0.03 µs glPushGroupMarkerEXT(0, "Camera.GUILayer"); | |
0.02 µs glPopGroupMarkerEXT(); returns: "Camera.GUILayer" | |
0.02 µs glPopGroupMarkerEXT(); returns: "Camera.Render" | |
0.03 µs glPushGroupMarkerEXT(0, "GUI.Repaint"); | |
0.03 µs glPopGroupMarkerEXT(); returns: "GUI.Repaint" | |
0.38 µs glBindBuffer(GL_COPY_WRITE_BUFFER, 2); | |
****************************************************************************************** |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
root@LEDE:~# cat /etc/config/firewall | |
config defaults | |
option syn_flood '1' | |
option input 'ACCEPT' | |
option output 'ACCEPT' | |
option forward 'ACCEPT' | |
config zone | |
option input 'ACCEPT' |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#pragma warning disable 0649 | |
using UnityEngine; | |
using System.Collections; | |
public class Script : MonoBehaviour | |
{ | |
// magic coroutine maker |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using UnityEditor; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public static class EditorApplicationCompilationUtil { | |
static EditorApplicationCompilationUtil() { | |
EditorApplication.update += EditorApplicationCompilationUtil.OnEditorUpdate; | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<key>RewiredSaveData_ControllerAssignments</key> | |
<string>{"players":[{"id":9999999,"hasKeyboard":true,"hasMouse":true,"joysticks":[]},{"id":0,"hasKeyboard":true,"hasMouse":true,"joysticks":[]}]}</string> | |
<key>RewiredSaveData|dataType=CalibrationMap|controllerType=Joystick|hardwareIdentifier=OSXInternalDriverWirelessController13561476|hardwareGuid=cd9718bf-a87a-44bc-8716-60a0def28a9f</key> | |
<string><?xml version="1.0" encoding="utf-16"?><CalibrationMap dataVersion="4" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://guavaman.com/rewired http://guavaman.com/schemas/rewired/1.3/CalibrationMap.xsd" xmlns="http://guavaman.com/rewired"><axes><AxisCalibration><enabled>true</enabled><deadZone>0.15</deadZone><calibratedZero>0</calibratedZero><calibratedMin>-1</calibratedMin><calibratedMax>1</calibratedMax><invert>false</invert><sensitivity>1</sensitivity><applyRangeCalibrat |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[CustomPropertyDrawer(typeof(EnumFlagAttribute))] | |
public class EnumFlagDrawer : PropertyDrawer { | |
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) { | |
Enum targetEnum = GetBaseProperty<Enum>(property); | |
EditorGUI.BeginProperty(position, label, property); | |
EditorGUI.BeginChangeCheck(); | |
#if UNITY_2017_3_OR_NEWER | |
Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum); | |
#else |