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@felixjones
felixjones / pmx21.md
Last active June 15, 2025 11:58
PMX (Polygon Model eXtended) 2.0, 2.1 File Format Specifications

PMX (Polygon Model eXtended) 2.1

This is an English description of the .PMX file format used in Miku Miku Dance (MMD).

PMX is the successor to the .PMD format (Polygon Model Data).

This is work-in-progress! Please leave feedback in the comments.

Todo

@mstevenson
mstevenson / FindReferences.cs
Last active September 24, 2021 04:31
Find Unity objects that reference a selected asset
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class FindReferences : EditorWindow, ISerializationCallbackReceiver
{
List<string> displayedRefs = new List<string>();
#!BPY
""" Registration info for Blender menus:
Name: 'OGRE (.mesh.xml)...'
Blender: 236
Group: 'Import'
Tip: 'Import an Ogre-Mesh (.mesh.xml) file.'
"""
'''
@cjddmut
cjddmut / EasingFunctions.cs
Last active June 23, 2025 12:40
Easing Functions for Unity3D
/*
* Created by C.J. Kimberlin
*
* The MIT License (MIT)
*
* Copyright (c) 2019
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
@xDavidLeon
xDavidLeon / Dungeon.cs
Created May 8, 2015 17:20
Zelda Dungeon Generator for Unity 3D
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Dungeon : MonoSingleton<Dungeon>
{
[System.Serializable]
public class Position
{
public int x = 0;
@DmitrySoshnikov
DmitrySoshnikov / Recursive-descent-backtracking.js
Last active January 3, 2024 17:15
Recursive descent parser with simple backtracking
/**
* = Recursive descent parser =
*
* MIT Style License
* By Dmitry Soshnikov <[email protected]>
*
* In this short lecture we'll cover the basic (non-predictive, backtracking)
* recursive descent parsing algorithm.
*
* Recursive descent is an LL parser: scan from left to right, doing
@almirage
almirage / ImageAnimation.cs
Last active April 17, 2025 18:05
Sprite animation for UI.Image on Unity
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ImageAnimation : MonoBehaviour {
public Sprite[] sprites;
public int spritePerFrame = 6;
public bool loop = true;
public bool destroyOnEnd = false;
@gatoravi
gatoravi / Parse_VCF_BCFs_with_htslib_C++.md
Last active November 16, 2020 10:28
Parse VCF/BCFs with htslib (C++)

#Gist of the gist This is a simple example showing how htslib can be used to parse VCF/BCF files in C++. Compiling options are shown in compile_and_run.sh, this assumes that you have compiled htslib into a static library - libhts.a, post a comment if you'd like help doing that.

The program takes a VCF file and spits out chromosome, position and number_of_alleles for each record in the VCF.

This test in the Samtools repo - [https://github.com/samtools/htslib/blob/1.2.1/test/test-vcf-api.c] also has some useful examples, note you might have to switch to the master branch version of that file to keep up with the currently rapidly evolving htslib API.

#Acknowledgements

Last updated 2020/03/04

Some links from twitter on the topic of parsing PSD files (haven't looked into them in details). PSD include a flattened rasterized image so this is easy to load if that's the only thing you need. Most software / librairies have support for extracting this flattened data (e.g. stb_image.h does).

However if you want access to individual layers, render non-rasterized layers, emulate every photoshop features, extract or apply effects with more granularity, more code is needed. May range from easy to lots-of-work depending on what exactly you need.

As far as I know there isn't a trivial stb-like ready-to-use C++ library to do that sort of things. Posting all links here. Some are probably bloated or hard to use into your project, some lacking features.

TODO: Actually look into the pros/cons of all those.

@mutoo
mutoo / CircleText.cs
Last active December 4, 2024 13:14
the code is based on Unity3d 4.6.x, the api may changed.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class CircleText : BaseVertexEffect
{
public int radius = 50;
public float spaceCoff = 1f;