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andykorth / gist:bfae4d0480ca799da588
Created February 29, 2016 18:40
Unity 5.2.4f1 Build Size Report
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%
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
@andykorth
andykorth / gist:b6abf59895c8f6a67964
Created March 24, 2016 20:19
Pencil.gaming callbacks
public static GlfwMouseButtonFun mouseCallback;
public static GlfwKeyFun keyCallback;
protected virtual void Setup(){
// Setup mouse callbacks:
mouseCallback += HandleMouseClick;
Glfw.SetMouseButtonCallback(mouseCallback);
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.
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);
******************************************************************************************
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'
#pragma warning disable 0649
using UnityEngine;
using System.Collections;
public class Script : MonoBehaviour
{
// magic coroutine maker
using System;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class EditorApplicationCompilationUtil {
static EditorApplicationCompilationUtil() {
EditorApplication.update += EditorApplicationCompilationUtil.OnEditorUpdate;
}
<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>&lt;?xml version="1.0" encoding="utf-16"?&gt;&lt;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"&gt;&lt;axes&gt;&lt;AxisCalibration&gt;&lt;enabled&gt;true&lt;/enabled&gt;&lt;deadZone&gt;0.15&lt;/deadZone&gt;&lt;calibratedZero&gt;0&lt;/calibratedZero&gt;&lt;calibratedMin&gt;-1&lt;/calibratedMin&gt;&lt;calibratedMax&gt;1&lt;/calibratedMax&gt;&lt;invert&gt;false&lt;/invert&gt;&lt;sensitivity&gt;1&lt;/sensitivity&gt;&lt;applyRangeCalibrat
[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