更新: | 2024-05-20 |
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作者: | @voluntas |
バージョン: | 2024.1 |
URL: | https://voluntas.github.io/ |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.Linq; | |
/// <summary> | |
/// 「Window/SerializedObject Editor」で起動。 | |
/// 選択中のObjectと関連ObjectからSerializedObjectを作ってPropertyを全て表示する。 | |
/// </summary> | |
public class SerializedObjectEditor : EditorWindow |
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# Guitar Strumming - by Emlyn | |
# This tries to work out the guitar (or ukulele etc.) fingering for arbitrary chords (and tuning). | |
# It seems to work reasonably well for basic chords, but is quite naive and probably makes many mistakes. | |
# Ideas, bug reports, fixes etc. gratefully received, just comment below, or tweet @emlyn77. | |
# Feel free to make use of this code as you like (with attribution if you feel like it, but you don't have to). | |
# Thanks to @Project_Hell_CK for fixing the tuning, and spotting that it gets chord(:f, :major) not quite right. | |
# Next note higher or equal to base note n, that is in the chord c | |
define :next_note do |n, c| | |
# Make sure n is a number |
The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection
MG4_F32.mp4
The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.