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package enhaxe.resource.impl;
import enhaxe.math.Aabb;
import enhaxe.math.DualQuat;
import enhaxe.math.Mat44;
import enhaxe.math.Quat;
import enhaxe.math.Vec3;
import enhaxe.rendering.IGeometry;
import enhaxe.resource.Resource.IResourceData;
import enhaxe.resource.Resource.ResourceContext;
import luxe.collision.ShapeDrawerLuxe;
import luxe.collision.shapes.Shape;
import luxe.collision.Collision;
import luxe.collision.CollisionData;
import luxe.Entity;
import luxe.Color;
class CollisionManager {
@ruby0x1
ruby0x1 / 0_reuse_code.js
Last active August 29, 2015 14:17
Here are some things you can do with Gists in GistBox.
// Use Gists to store code you would like to remember later on
console.log(window); // log the "window" object to the console
@ruby0x1
ruby0x1 / FPS.hx
Last active July 12, 2017 11:47 — forked from AndreiRudenko/Fps.hx
Simple FPS Text instance, modified from @RudenkoArt as an example for http://luxeengine.com
package;
import luxe.Text;
import luxe.Color;
import luxe.Vector;
import luxe.Log.*;
import luxe.options.TextOptions;
class FPS extends Text {
@ruby0x1
ruby0x1 / stb.c
Created February 24, 2021 17:55 — forked from urraka/stb.c
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define STBI_ONLY_PNG
#define STBI_ONLY_JPEG
#define STBI_ONLY_BMP
#define STBI_ONLY_GIF
#include "stb_image.h"
#include "stb_image_write.h"
@ruby0x1
ruby0x1 / opt_fsr.fxh
Created August 26, 2021 08:29 — forked from atyuwen/opt_fsr.fxh
An optimized AMD FSR implementation for Mobiles
//==============================================================================================================================
// An optimized AMD FSR's EASU implementation for Mobiles
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h
// -- FsrEasuSampleH should be implemented by calling shader, like following:
// half3 FsrEasuSampleH(float2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; }
//==============================================================================================================================
void FsrEasuL(
out AH3 pix,
AF2 ip,
AF4 con0,
@ruby0x1
ruby0x1 / PSXDither.hlsl
Created September 1, 2021 22:09 — forked from ompuco/PSXDither.hlsl
Color dither & truncation based on Sony's PlayStation (1) hardware features & limitations.
#ifdef PSXDTH
#else
#define PSXDTH
//PS1 Hardware Dithering & Color Precision Truncation Function
//by ompu co | Sam Blye (c) 2020
//PS1 dither table from PSYDEV SDK documentation