Bootstrap knowledge of LLMs ASAP. With a bias/focus to GPT.
Avoid being a link dump. Try to provide only valuable well tuned information.
Neural network links before starting with transformers.
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Threading.Tasks; | |
| using UnityEngine.Networking; | |
| using System.IO; | |
| // Get an api key at https://www.pixellab.ai/pixellab-api | |
| // Documentation for curl and example code: https://api.pixellab.ai/v1/docs |
| @tool | |
| extends Node | |
| @export_storage var viewport_position: Vector2 | |
| @export_storage var viewport_size: Vector2i | |
| @export var main_screen_position_offset := Vector2(0, -18) | |
| @export var main_screen_size_offset := Vector2i(0, -32) | |
| func _enter_tree() -> void: |
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Animations; | |
| using UnityEngine.Playables; | |
| using MEC; // Uses More Effective Coroutines from the Unity Asset Store | |
| public class AnimationSystem { | |
| PlayableGraph playableGraph; | |
| readonly AnimationMixerPlayable topLevelMixer; |
| /* Numerically solve for the time-dependent Schrodinger equation in 2D, | |
| using the split operator method. To build and run, type: | |
| rustc qm2d_split_op.rs | |
| ./qm2d_split_op | |
| This will output a series of bmp images which show each frame of the | |
| simulation. | |
| References: |
I'm not going to be maintaining this document anymore. I'm leaving it as-is since much of the FAQ section is still accurate and has yet to be incorporated into other resources.
Use CanI.RootMy.TV to find an exploit for your TV.
| #!/usr/bin/env bash | |
| # checck if pidof exists | |
| PIDOF="$(which pidof)" | |
| # and if not - install it | |
| (test "${PIDOF}" && test -f "${PIDOF}") || brew install pidof | |
| # find app in default paths | |
| CO_PWD=~/Applications/CrossOver.app/Contents/MacOS | |
| test -d "${CO_PWD}" || CO_PWD=/Applications/CrossOver.app/Contents/MacOS |
| using System; | |
| using System.IO; | |
| using JetBrains.Annotations; | |
| using NUnit.Framework; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| /// <summary> | |
| /// Unit tests that show how AssetDatabase operates. |
| # Git LFS tracking file types | |
| # IronSource | |
| *.a filter=lfs diff=lfs merge=lfs -text | |
| IS*Adapter filter=lfs diff=lfs merge=lfs -text | |
| GoogleMobileAds filter=lfs diff=lfs merge=lfs -text | |
| # Image | |
| *.jpg filter=lfs diff=lfs merge=lfs -text | |
| *.jpeg filter=lfs diff=lfs merge=lfs -text |
| using UnityEditor; | |
| using UnityEngine; | |
| //NOTE: Editor-related scripts should be placed in an Editor folder | |
| namespace Toolbox | |
| { | |
| [CustomPropertyDrawer(typeof(BrushPrefab))] | |
| public class BrushPrefabDrawer : PropertyDrawer | |
| { |