Vim Advent Calendar 2012の102日目(2013-03-12)の記事です。
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W,E,BでのWORD移動を文節単位にする jasegment.vimを作りました。
body#-webkit-web-inspector #main{background-color:#002b36!important}body#-webkit-web-inspector #main .panel.network,body#-webkit-web-inspector #main .panel.timeline,body#-webkit-web-inspector #main .panel.profiles,body#-webkit-web-inspector #main .panel.audits,body#-webkit-web-inspector #main .panel.extension{background-color:#fff!important}body#-webkit-web-inspector #console-messages a:hover,body#-webkit-web-inspector #console-messages .console-formatted-function,body#-webkit-web-inspector #console-messages .console-formatted-object{color:#93a1a1!important}body#-webkit-web-inspector #console-prompt,body#-webkit-web-inspector #console-messages a,body#-webkit-web-inspector #console-messages .console-message,body#-webkit-web-inspector #console-messages .console-group-messages .section .header .title{color:#839496!important}body#-webkit-web-inspector #console-messages .console-formatted-null,body#-webkit-web-inspector #console-messages .console-formatted-undefined{color:#657b83!important}body#-webkit-web-inspect |
" フレームにアイコンを表示 | |
let g:tweetvim_display_icon = 1 | |
" 1ページのツイート数 | |
let g:tweetvim_tweet_per_page = 60 | |
nnoremap <silent><Leader>tw :<C-u>tabnew <Bar> TweetVimHomeTimeline<CR> | |
nnoremap <silent><Leader>tl :<C-u>TweetVimHomeTimeline<CR> | |
nnoremap <silent><Leader>tm :<C-u>TweetVimMentions<CR> | |
nnoremap <Leader>ts :<C-u>TweetVimSay<CR> |
# -*- coding: utf-8 -*- | |
# simple blink(1) earthquake.gem plugin | |
# | |
Earthquake.init do | |
once do | |
class Blink1Notify | |
# |
Vim Advent Calendar 2012の102日目(2013-03-12)の記事です。
W,E,BでのWORD移動を文節単位にする jasegment.vimを作りました。
#include <opencv2/opencv.hpp> | |
int main() | |
{ | |
cv::VideoCapture cap( "http://10.5.5.9:8080/live/amba.m3u8" ); | |
cv::namedWindow( "GoPro" ); | |
cv::Mat frame; | |
do { | |
cap >> frame; |
/* | |
RICOH THETA remote shutter for node.js | |
coded by @kioku_systemk | |
code license is public domain. | |
this code is referenced from @MobileHackerz and @GOROman | |
https://gist.github.com/GOROman/7596186 | |
*/ | |
var net = require('net'); |
import numpy as np | |
import random | |
import math | |
import cv2 | |
from PIL import Image | |
import sys | |
def detect_markers(im): | |
markers = [] | |
# 輪郭線抽出のための二値化 |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https: