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using UnityEngine;
public class GunSprint : MonoBehaviour {
[SerializeField] private Bullet _bulletPrefab;
[SerializeField] private Transform _spawnPoint;
[SerializeField] private ParticleSystem _smokeSystem;
[SerializeField] private LayerMask _targetLayer;
[SerializeField] private float _bulletSpeed = 12;
[SerializeField] private float _torque = 120;
@sem1h
sem1h / Quaternion vs Euler Angles in Unity [TR].md
Last active June 14, 2025 19:14
Quaternion vs Euler Angles in Unity (Turkish)

Unity'de 3D çalışırken kafa kurcalayan konulardan biri Quaternion'ların ne işe yaradığı ve neden bazı yerlerde rotasyon değeri olarak Euler Angle değil de Quaternion kullanıldığıdır.

3 Boyutlu rotasyon belirtmek için kullanılan Euler Açısı, bir 3x3 rotasyon matrisi ile ifade edilebiliyor. Örnek:

Euler Açısı

İdeal bir sistemde her bir rotasyon matrisinin, yalnızca tek açıya isabet etmesini isteriz. Sorun şu ki bu matrisler, her zaman için tek açıya tekabül etmeyebiliyor.

@zakkak
zakkak / .git-commit-template
Last active May 15, 2024 00:06 — forked from adeekshith/.git-commit-template.txt
This commit message template that helps you write great commit messages and enforce it across your team.
# [<tag>] (If applied, this commit will...) <subject> (Max 72 char)
# |<---- Preferably using up to 50 chars --->|<------------------->|
# Example:
# [feat] Implement automated commit messages
# (Optional) Explain why this change is being made
# |<---- Try To Limit Each Line to a Maximum Of 72 Characters ---->|
# (Optional) Provide links or keys to any relevant tickets, articles or other resources
# Example: Github issue #23
@joshbuchea
joshbuchea / semantic-commit-messages.md
Last active July 14, 2025 23:59
Semantic Commit Messages

Semantic Commit Messages

See how a minor change to your commit message style can make you a better programmer.

Format: <type>(<scope>): <subject>

<scope> is optional

Example

@nooralibutt
nooralibutt / AdController.cs
Last active March 21, 2021 20:19
Unity Ad Controller for multiple Ad Networks
// Unity Ad Controller for multiple Ad Networks
// Copyrights SKill Knight Studios 2015
// Author: Noor Ali Butt
// v1.0
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using ChartboostSDK;
using GoogleMobileAds.Api;
@ftvs
ftvs / CameraShake.cs
Last active June 10, 2025 23:54
Simple camera shake effect for Unity3d, written in C#. Attach to your camera GameObject. To shake the camera, set shakeDuration to the number of seconds it should shake for. It will start shaking if it is enabled.
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
// Transform of the camera to shake. Grabs the gameObject's transform
// if null.
public Transform camTransform;
// How long the object should shake for.
@axelpale
axelpale / combinations.js
Last active July 7, 2023 10:37
JavaScript functions to calculate combinations of elements in Array.
/**
* Copyright 2012 Akseli Palén.
* Created 2012-07-15.
* Licensed under the MIT license.
*
* <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 to use, copy, modify, merge,
@kmorcinek
kmorcinek / .gitignore
Last active July 4, 2025 20:52
.gitignore for C# projects
# The following command works for downloading when using Git for Windows:
# curl -LOf http://gist.githubusercontent.com/kmorcinek/2710267/raw/.gitignore
#
# Download this file using PowerShell v3 under Windows with the following comand:
# Invoke-WebRequest https://gist.githubusercontent.com/kmorcinek/2710267/raw/ -OutFile .gitignore
#
# or wget:
# wget --no-check-certificate http://gist.githubusercontent.com/kmorcinek/2710267/raw/.gitignore
# User-specific files
@josiahcarlson
josiahcarlson / divide_maze.py
Created April 5, 2011 22:06
Recursive Division algorithm for maze generation
'''
This is an implementation of the Recursive Division algorithm for maze
generation, primarily derived from the algorithm presented here:
http://weblog.jamisbuck.org/2011/1/12/maze-generation-recursive-division-algorithm
The input grid can be generated via:
grid = [width*[0] for i in xrange(height)]
The initial call should be of the form:
divide(grid, 0, 0, width, height)