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 |
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 or Unity for their games (or that's what lot of people think) because d