This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
https://vimeo.com/68486726 | |
http://webpagesforhumans.com/#about:project | |
http://bengrosser.com/projects/scaremail/ | |
http://www.pantheonapp.net/ | |
http://www.milkred.net/vortex | |
http://www.tangointervention.org/ | |
http://openprism.thomaslevine.com/ | |
http://marie-e-julio.com/tearitdown | |
http://www.ameliamarzec.com/signalstrength | |
http://pplkpr.com/ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
JSONObject data; | |
void setup() { | |
data = loadJSONObject("http://api.openweathermap.org/data/2.5/weather?q=London,uk"); | |
size(500,500); | |
} | |
void draw() { | |
float temprature = data.getJSONObject("main").getFloat("temp"); | |
rectMode(CENTER); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Talking to objects | |
// 1. Find the object | |
// 1.a Manually dragging in the editor (public variables only) | |
// 1.b GameObject.Find | |
// 1.c GameObject.FindWithTag | |
// 1.d GameObject.FindGameObjectsWithTag | |
// | |
// 2. Find the component | |
// 2.a Builtin (.transform) | |
// 2.b Custom (GetComponent<ComponentName>()) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
require 'json' | |
require 'open-uri' | |
require 'numbers_in_words' | |
require 'numbers_in_words/duck_punch' | |
class Numeric | |
def to_words language | |
if language == 'en' | |
self.in_words |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/bin/mono /Applications/Unity/Unity.app/Contents/Frameworks/MonoBleedingEdge/lib/mono/2.0/xbuild.exe build.proj /target:"Dist" /p:Runtime="Mono" /p:Configuration="Debug 3.5" /p:Platform="Any CPU" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
each of your game states can inherit from ofBaseApp if you're just | |
overriding update and draw and the like. this is the simplest thing | |
you can do and that's the example included here. other states besides | |
MenuState can be implemented in the same way. | |
more generally and more powerfully, you could create a GameState class | |
that all of your states inherit from. there, you would define methods | |
to override like update and draw, but also methods to handle switching | |
between states that each state can override. this requires an understanding |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
pos = x:20, y:20 | |
setup = -> | |
createCanvas w:800, h:800 | |
# square animation | |
timeline -> pos.x += 1 >= width - 50 | |
timeline -> pos.y += 1 >= height - 50 | |
timeline -> pos.x -= 1 <= 20 | |
timeline -> pos.y -= 1 <= 20 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
(ns PlainClojureShit | |
(:import | |
(UnityEngine Debug) | |
(UnityEditor EditorGUILayout))) | |
(def happy (atom true)) ;; Multiple instances of this component will SHARE this atom! They should each have their OWN atom! | |
(defn start [this] | |
(Debug/Log "PlainClojureShit is starting")) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function Update () { | |
if(Input.GetKeyDown("space")) { | |
GetComponent(WeirdGravity).gravity.y = 30; | |
} | |
} |