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@juaxix
juaxix / NetworkLogic.cpp
Last active December 19, 2015 05:49
Photon Cloud SDK with ShiVa 3D : C++
#include "PrecompiledHeader.h"
#include "NetworkLogic.h"
#if defined _EG_MARMALADE_PLATFORM
# if defined I3D_ARCH_X86
# if(defined _MSC_VER && !defined __clang__ && !defined __gcc__)
# define PLAYER_NAME L"Marmalade X86 Windows"
# else
# define PLAYER_NAME L"Marmalade X86 OS X"
# endif
@mcdurdin
mcdurdin / kex_cryptoapi_cng.cpp
Last active October 29, 2019 09:05
RSA Key Exchange between CryptoAPI and CNG
/*
Example program to demonstrate sharing public keys from CryptoApi to CNG
Note: Reversing the process would allow sharing public keys from CNG to
CryptoApi. You would need to be careful of padding parameters and
versions.
License (yes, yes, BSD):
Copyright (c) 2013, Marc Durdin
@wilburding
wilburding / simulate.py
Last active December 15, 2015 11:39
simulate the mechanism of how BigWorld handles priorities of entities in the aoi of a witness. it seems that the priorities will finally all be cleared to zero, though very slow, hundreds of thousands iterations usually required at least and sometimes 100M iterations won't do, if all other entities are static.
#!/usr/bin/env pypy-c
from __future__ import print_function
import random
import math
import sys
import signal
import os
import time
@jpsarda
jpsarda / FDrawingSprite.cs
Last active December 11, 2023 04:17
A class to draw lines with Futile, 2D engine for Unity3D. API inspired from Flash AS3 drawing API. Works with transparent colors. Cap styles : NONE, ROUND, SQUARE, TRIANGLE, ARROW Joint styles : MITER, ROUND, BEVEL Experimental (but working for most usages) support of borders (so far only supported with styles NONE / BEVEL).
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/* Author @jpsarda
* A drawing class.
*
* Examples :
*
@alamboley
alamboley / gist:4022129
Last active October 12, 2015 11:47
How to grab and drag physics objects (Citrus Engine recipe)
// In a state class :
//Here we use Box2D. /!\ Don't forget that your _hero must have its touchable property set to true!
var draggableHeroArt:DisplayObject = view.getArt(_hero) as DisplayObject;
draggableHeroArt.addEventListener(MouseEvent.MOUSE_DOWN, _handleGrab);
stage.addEventListener(MouseEvent.MOUSE_UP, _handleRelease);
private function _handleGrab(mEvt:MouseEvent):void {
@nateware
nateware / haproxy.conf
Created October 31, 2012 15:36
HAProxy sample config for EC2
#
# This config file is a combination of ideas from:
# http://www.37signals.com/svn/posts/1073-nuts-bolts-haproxy
# http://www.igvita.com/2008/05/13/load-balancing-qos-with-haproxy/
# http://wiki.railsmachine.com/HAProxy
# http://elwoodicious.com/2008/07/15/nginx-haproxy-thin-fastcgi-php5-load-balanced-rails-with-php-support/
# http://upstream-berlin.com/2008/01/09/using-haproxy-with-multiple-backends-aka-content-switching/
# http://wiki.railsmachine.com/HAProxy
# http://gist.github.com/raw/25482/d39fb332edf977602c183194a1cf5e9a0b5264f9
#
@SidneyAllen
SidneyAllen / StackMob.cs
Created August 30, 2012 19:37 — forked from nixbb/StackMob.cs
StackMob OAuth 2.0 Unity 3D Example
using UnityEngine;
using System.Collections;
using System.Security.Cryptography;
using System;
using System.Text;
public class StackMob : MonoBehaviour
{
public const string acceptHeader = "application/vnd.stackmob+json; version=0"; // 0 = development, 1 = production
public const string apiKey = "e78a2646-d479-47b1-9ae5-65732c5eabdc"; // nixApp
@prime31
prime31 / Unity2Dframeworks.txt
Created August 12, 2012 19:22
Unity 2D framework comparison
Key:
"-" negative point
"+" positive point
"+-" could go either way depending on your opinion or if it functions or not
Background Info: the last project we worked on needed basic 2D functionality (sprites and animations) and SpriteKit was born to fill this need (http://www.youtube.com/watch?v=cabAr2CdLmc). It has no fancy editors and was really made to fit a specific need and as of yet it has not been extended much further than the video shows. Something a bit more full featured is required for a new prototype and instead of spending a bunch of time extending SpriteKit we went on a search for alternatives. None of the below frameworks are perfect and they all have pluses and minuses. One thing SpriteKit had that none of the others do is automatic texture selection based on screen resolution. That is one thing I would like to see incorporated in every 2D framework and it kind of surprises me that it isn't one of the first features added when making a 2D framework.
@orange030
orange030 / ParallaxLayer.cs
Created July 14, 2012 11:13
Unity 2D Parallax Layer
using UnityEngine;
public class ParallaxLayer : MonoBehaviour
{
public Transform originalPosition;
public Transform layerPosition;
public float _xFator;
public float _yFator;