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Shader "Unlit/ripple_shader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_amount ("_amount", Range(0.01, 1.0)) = 0.5 | |
_spread ("_spread", Range(0.01, 1.0)) = 0.5 | |
_width ("_width", Range(0.01, 1.0)) = 0.5 | |
_alpha ("_alpha", Range(0.01, 1.0)) = 0.5 |
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-- ~celeste~ | |
-- matt thorson + noel berry | |
-- globals -- | |
------------- | |
room = { x=0, y=0 } | |
objects = {} | |
types = {} | |
freeze=0 |
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Readme: In the following pseudo code, [] indicates a subroutine. | |
Sometimes I choose to write the subroutine inline under the [] in order to maintain context. | |
One important fact about the way rollbacks are handled here is that we are storing state for every frame. | |
In any real implementation you only need to store one game state at a time. Storing a game | |
state for every frame allows us to only rollback to the first frame where the predicted inputs don't match the true ones. | |
==Constants== | |
MAX_ROLLBACK_FRAMES := Any Positive Integer # Specifies the maximum number of frames that can be resimulated | |
FRAME_ADVANTAGE_LIMIT := Any Positive Integer # Specifies the number of frames the local client can progress ahead of the remote client before time synchronizing. |
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// Vectormath https://github.com/erwincoumans/sce_vectormath | |
class Ray | |
{ | |
public: | |
Ray(); | |
public: | |
Vectormath::Aos::Vector3 m_pos; | |
Vectormath::Aos::Vector3 m_dir; | |
Vectormath::Aos::Vector3 m_invDir; // 1.0f / m_dir per elem | |
float m_min; |
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#include <stdio.h> | |
#include <raylib.h> | |
/* | |
* define this macro RAY_COLLISION_CALCULATION_DEBUG_STATS | |
* if you want to enable the ray collision calculations printed as debug data | |
*/ | |
// helper functions | |
void SwapFloatValue(float *a, float *b){ |
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#!/usr/bin/env bash | |
# Usage: bash uninstall_vmware.bash | |
remove() { | |
entry="$1" | |
echo -ne "Removing \e[1;34m$entry\e[0m... " | |
sudo rm -rf "$entry" &> /tmp/uninstall-vmware.log | |
if [[ ! -e "$entry" ]]; then | |
echo -e "\e[1;32mOK\e[0m" |