Open Unity. Make a new Unity project.
cd
to that project's directory.
cd
into Assets.
Exit Unity (not vitally necessary but a bit more stable).
git clone [email protected]:arcadia-unity/Arcadia.git
bla |
(ns seascape.core | |
(:refer-clojure :exclude [aget]) | |
(:use ;;arcadia.hydrate | |
arcadia.core | |
arcadia.linear | |
gamma-tools.core | |
;;[loop-nv.loop-nv :only [loop-nv recur-nv]] | |
) | |
(:require [gamma.api :as g] | |
;; [arcadia.updater :as updr] |
(def dependencies-log | |
(atom [])) | |
(defn dependencies | |
[[group artifact version :as coord]] | |
(swap! dependencies-log conj coord) | |
(let [pom (pom-url group artifact version)] | |
(->> (download-string pom) | |
read-xml | |
make-map |
;; requires: inf-clojure package | |
;; Some of this logic is half-assed stuff that struck me as a good | |
;; idea at the time. Tweak away. Really the only thing that matters is | |
;; aiming inf-clojure (the best lightweight clojure thing IMO) at the | |
;; node repl client. | |
(defun custom-on-clojure () | |
(paredit-mode) | |
(inf-clojure-minor-mode) ;; this is aggressive |
{:repl/injections (do (use 'clojure.repl) (use 'clojure.pprint)) | |
:dependencies [[net.timsg/gamma-tools "0.1.0-SNAPSHOT"]]} |
;; ============================================================ | |
;; embarrassingly, the following totally works | |
(def result (atom [])) | |
(defn readr [prompt exit-code] | |
(let [input (clojure.main/repl-read prompt exit-code)] | |
(if (= input :tl) | |
exit-code | |
input))) |
;; seems to me this should work from the repl; it doesn't. | |
(let [out *out*] | |
(Thread. | |
(gen-delegate ThreadStart [] | |
(binding [*out* out] | |
(println "hi"))))) |
(if true | |
1 | |
0) | |
(use 'aracadia.core) | |
(def our-sphere | |
(create-primitive :sphere)) |
Open Unity. Make a new Unity project.
cd
to that project's directory.
cd
into Assets.
Exit Unity (not vitally necessary but a bit more stable).
git clone [email protected]:arcadia-unity/Arcadia.git
using UnityEngine; | |
using System.Collections; | |
public class RayCastHelper { | |
public static RaycastHit[] raycast(Ray ray) { | |
RaycastHit[] hits = new RaycastHit[0]; | |
RaycastHit hit; | |
if (Physics.Raycast(ray, out hit)) { | |
hits = new RaycastHit[1]; | |
hits[0] = hit; |