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.
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
public class EditorCoroutineRunner | |
{ | |
[MenuItem("Window/Lotte's Coroutine Runner: Demo")] |
# Tamagotchi - A port of the Tamagotchi Emulator by aerospark: https://goo.gl/gaZ1fA | |
# Copyright (C) 2017 Ryan Salvador | |
# This program is free software: you can redistribute it and/or modify | |
# it under the terms of the GNU General Public License as published by | |
# the Free Software Foundation, either version 3 of the License, or | |
# (at your option) any later version. | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of |
local Class = require 'modules.middleclass.middleclass' | |
local Timer = require 'modules.hump.timer' | |
local Vector = require 'modules.hump.vector' | |
local Const = require 'src.const' | |
local Util = require 'src.util' | |
local Camera = Class('Camera') | |
function Camera:initialize(settings) | |
settings = settings or {} |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Linq; | |
using UnityEngine.Playables; | |
// bind canvas group on runtime. | |
public class Bind : MonoBehaviour | |
{ |
using UnityEngine.Networking; | |
using System.IO; | |
using System.Security.Cryptography; | |
using System.Text; | |
using UnityEngine; | |
using System; | |
namespace Mobcast.Coffee.AssetSystem | |
{ |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Animations; | |
using UnityEngine.Profiling; | |
public class LoopSomeAnimations : MonoBehaviour | |
{ | |
[SerializeField] AnimationClip[] clips = null; |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Animations; | |
public class Warikomi : MonoBehaviour { | |
PlayableGraph graph; | |
AnimatorControllerPlayable controllerPlayable; |
Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.
The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti
using System; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Timeline; | |
public class AlphaBehaviour : PlayableBehaviour | |
{ | |
public float Alpha; | |
} |