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| // Using Lorenz equations | |
| // http://www.stsci.edu/~lbradley/seminar/attractors.html | |
| // https://arxiv.org/ftp/math/papers/0305/0305212.pdf | |
| x = 1.0; | |
| y = -1.0; | |
| z = 10.0; | |
| P = 10.0; | |
| R = 28.0; | |
| B = 8.0/3; |
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| function overlayImage(){ | |
| echo "overlayImage {input_video} {input_image} {output_video}" | |
| ffmpeg -i "$1" -i "$2" -filter_complex "[0:v][1:v] overlay=0:0" "$3" | |
| } |
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| public class FilterExample() | |
| { | |
| public delegate void FilterFunc(ref keep); | |
| public event FilterFunc EventFilter; | |
| public bool Filter() | |
| { | |
| bool keep = true; | |
| if( EventFilter != null ){ |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class Parabola { | |
| Vector3 start; | |
| Vector3 end; | |
| Vector3 startVel; | |
| Vector3 acceleration; |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Runtime.Serialization.Formatters.Binary; | |
| using UnityEngine; | |
| [RequireComponent(typeof(Animator))] | |
| public class RecordAnimation : MonoBehaviour | |
| { | |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [RequireComponent(typeof(LineRenderer))] | |
| [RequireComponent(typeof(ParabolaRaycaster))] | |
| public class ParabolaDrawer : MonoBehaviour { | |
| LineRenderer lineRenderer; | |
| ParabolaRaycaster parabolaRaycaster; |
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| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace Entropedia | |
| { | |
| [RequireComponent(typeof(Light))] | |
| [ExecuteInEditMode] |
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| var calcDeltaV = function(dryMass,wetMass,isp){ return Math.log(wetMass/dryMass)*isp*9.81 }; |
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| /* | |
| * I've recorded this because it would be very useful when using shaders to do computation for game mechanics or effects. | |
| * For instance I've made a shader based terrain deformation system, but it doesn't have physics. That's now possible | |
| * while still being effcient | |
| */ | |
| [DllImport("opengl32")] | |
| public static extern void glReadPixels (int x, int y, int width, int height, int format, int type, IntPtr buffer); |