When making this website, i wanted a simple, reasonable way to make it look good on most displays. Not counting any minimization techniques, the following 58 bytes worked well for me:
main {
max-width: 38rem;
padding: 2rem;
margin: auto;
}
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
private int resolution; |
//Full Youtube Tutorial on this Script: https://youtu.be/84rs2Q0z9ak | |
//The script doesn't have any kind of Input Validation you should added to the lists before calling the functions | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ProbabilitiesController : MonoBehaviour | |
{ | |
#region Basic Probability check |
<?php | |
// ref: https://partner.steamgames.com/doc/webapi/ISteamLeaderboards | |
$cache_filename = "leaderboard_cache"; | |
$default_leaderboard = "Normal"; | |
if (!file_exists($cache_filename) || time() - filemtime($cache_filename) > 3600) | |
{ | |
$max = 10; // how many displayed scores | |
$key = ""; // steam webapi key, to get it: https://partner.steamgames.com/doc/webapi_overview/auth#create_publisher_key | |
$appid = ""; // your game's app id | |
// the names and corresponding leaderboard IDs |
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
// This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. | |
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ | |
// or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Net.Sockets; | |
using System.Text; | |
using System.Threading; | |
using UnityEngine; |
using UnityEngine; | |
/* | |
* Swipe Input script for Unity by @fonserbc, free to use wherever | |
* | |
* Attack to a gameObject, check the static booleans to check if a swipe has been detected this frame | |
* Eg: if (SwipeInput.swipedRight) ... | |
* | |
* | |
*/ |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.Collections.Generic; | |
using UnityEditor.AnimatedValues; | |
[CustomEditor(typeof(UnityEngine.Object), true, isFallback = true)] | |
[CanEditMultipleObjects] | |
public class CustomEditorBase : Editor | |
{ |
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline | |
#include <imgui.h> | |
#include "imgui_impl_glfw_gl3.h" | |
#include <stdio.h> | |
#include <GL/gl3w.h> | |
#include <GLFW/glfw3.h> | |
#include <math.h> | |
#include <string.h> | |
#include <vector> |
// Creating a node graph editor for Dear ImGui | |
// Quick sample, not production code! | |
// This is quick demo I crafted in a few hours in 2015 showcasing how to use Dear ImGui to create custom stuff, | |
// which ended up feeding a thread full of better experiments. | |
// See https://github.com/ocornut/imgui/issues/306 for details | |
// Fast forward to 2023, see e.g. https://github.com/ocornut/imgui/wiki/Useful-Extensions#node-editors | |
// Changelog | |
// - v0.05 (2023-03): fixed for renamed api: AddBezierCurve()->AddBezierCubic(). |