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class ViewController: UIViewController,URLSessionDownloadDelegate {
@IBOutlet weak var scnView: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
downloadSceneTask()
}
@neshume
neshume / PointCloudDensity.py
Created March 15, 2021 22:40 — forked from 0xLeon/PointCloudDensity.py
Point Cloud Density Calculation
"""
Provides methods for calculating point cloud densities.
All methods can handle instances of PLYObject or list or ndarray instances of lists of vertices.
"""
import numpy as np
import scipy.spatial
def getRealDensityFromPlane(ply, planeParams):
"""
@xanathar
xanathar / launch.json
Created September 17, 2020 18:16
launch.json to debug Rust with VsCode
{
// The following are sample configurations for common case scenarios of debugging
// Rust in Visual Studio Code
//
// For syntax, visit: https://go.microsoft.com/fwlink/?linkid=830387
//
"version": "0.2.0",
"configurations": [
{
"name": "Launch an application",
@leetrout
leetrout / custom_game_engines_small_study.md
Created April 25, 2020 01:51 — forked from raysan5/custom_game_engines_small_study.md
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) becaus

@Yanrishatum
Yanrishatum / heapsfaq.md
Last active November 29, 2024 04:19
An Unofficial Heaps FAQ

An Unofficial Heaps FAQ

I (Yanrishatum) see too many same questions. They irritate me.

Translation

"How dare you come into this chat and not realize that i am the GOD of heaps and that you MUST check out MY documentation1!!! Im veyr abngrey!!!" - translation from someone in chat.

Very accurate, I highly approve.

@gwaldron
gwaldron / gist:408c137e8a9c902c5df9f56fb0d3a1b7
Last active April 13, 2024 09:16
KML asynchronous load in osgEarth
#include <osgViewer/Viewer>
#include <osgEarthUtil/EarthManipulator>
#include <osgEarthUtil/ExampleResources>
#include <osgEarth/MapNode>
#include <osgEarth/ModelLayer>
#include <osgEarthDrivers/kml/KML>
#include <osg/ProxyNode>
using namespace osgEarth;
using namespace osgEarth::Util;
@floooh
floooh / CMakeLists.txt
Last active August 11, 2019 17:30
copy asset files as fips code-gen job
# a code-gen job must be added to the application's CMakeLists.txt through a call to fips_generate()
fips_begin_app(dragons windowed)
fips_src(.)
fips_generate(files.yml TYPE filecopy OUT_OF_SOURCE ARGS "{ deploy_dir: \"${FIPS_PROJECT_DEPLOY_DIR}\" }")
# REMOVE THIS: n3h5_files(files.yml)
fips_deps(emsctest)
fips_end_app()
@ebraminio
ebraminio / upload.go
Last active March 22, 2023 06:01
golang upload client and server
// curl -X POST -H "Content-Type: application/octet-stream" --data-binary '@filename' http://127.0.0.1:5050/upload
package main
import (
"fmt"
"io"
"net/http"
"os"
"time"
@bertrandmartel
bertrandmartel / build_curl.md
Last active January 30, 2025 06:39
Build Curl for Android NDK

Build libcurl for android NDK

Libcurl requires openssl and zlib to be fully operationnal

  • Step 1 : cross compile zlib
  • Step 2 : cross compile openssl
  • Step 3 : cross compile curl with zlib/openssl external link

Prerequisites :

@FullStackForger
FullStackForger / .gitignore
Last active January 24, 2025 18:03
.gitignore for Unity3d project
###
# Unity folders and files
###
[Aa]ssets/AssetStoreTools*
[Bb]uild/
[Ll]ibrary/
[Ll]ocal[Cc]ache/
[Oo]bj/
[Tt]emp/
[Uu]nityGenerated/