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@joshalanwagner
joshalanwagner / gravityprocess.md
Last active May 20, 2025 23:20
Process of Making Gravitate (working title)

Player Character Design options GravitateCharacters02

@joshalanwagner
joshalanwagner / gist:66fea2d0b2bf33e29a7527e7f225d11e
Last active May 7, 2025 05:01
Text2Image shootout: Prompt Adherence.

Text2Image shootout: Prompt Adherence.

ComparisonGrid_03

Wan2.1 T2V 14B :: Stable Diffusion 3.5 Large :: Flux.1 Dev :: Chroma .27 :: HiDream I1 full

May 2025

Who delivers the best prompt adherence for various challenges?

Campfire (Cowboy & Daughter)

WINNER: Wan2.1

CampfireWan-dpmpp_2m-beta-20-52_BEST

@joshalanwagner
joshalanwagner / gist:83e82b3f3755bbd958d5d5fe195e97a9
Last active May 22, 2025 16:59
a comparison between different text-to-image models.

Wan2.1 T2V 14B vs Stable Diffusion 3.5 Large vs Flux.1 Dev

Text-to-Image Models Comparison

Process explanation follows. Comfy workflows should be entact.

Carrying a Watermelon (16:9)

SD3.5L (1536x864 : 40 steps)

WitchSD-dpmpp_2m-beta-40-50_FAV

+ movie still of a young witch in swirling black robe and black hat walks along the surface of a 
public static List<int> ScoreFrames (List<int> score)
{
List<int> frame = new List<int> ();
List<string> result = new List<string> ();
bool ball1 = true;
for (int thisRoll = 0; thisRoll < score.Count; thisRoll++)
{
if (ball1 && score[thisRoll] == 10) {result.Add ("strike");}
else if (!ball1 && (score[thisRoll - 1] + score[thisRoll] == 10)) {result.Add ("spare");}
using UnityEngine;
using System.Collections;
public class ActionMaster {
public enum Action {Tidy, Reset, EndTurn, EndGame};
public int[] bowlScore = new int[21]; // leave bowlScore[0] empty so i can check backwards.
public int[] frameScore = new int[12]; // leave frameScore[0] empty.
private int bowl = 1;
using System;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
[TestFixture]
public class ActionMasterTest
{
private ActionMaster.Action endTurn = ActionMaster.Action.EndTurn;
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class Ball : MonoBehaviour {
//public float initialForce = 20.0f;
public Vector3 launchVelocity;
public bool ballLoaded;
private Rigidbody rgdbdy;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ChooseDefenderButton : MonoBehaviour {
public float cooldownLength = 3.0f;
public bool timerRunning = false;
public GameObject defenderPrefab;
public static GameObject selectedDefender;
@joshalanwagner
joshalanwagner / Ball.cs
Created August 21, 2015 00:12
Adjusting the x and y velocity of the ball.
using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour {
public float margin = 1.5f; // don't want to be too controlling
public float factor = 100f;
private Paddle paddle;
private bool hasStarted = false;
private Vector3 paddleToBallVector;
@joshalanwagner
joshalanwagner / MusicPlayer.cs
Created August 18, 2015 01:10
Alternate code for Music Player script.
using UnityEngine;
using System.Collections;
public class MusicPlayer : MonoBehaviour {
static bool initialRun = true;
void Start ()
{
if (initialRun == true) {