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@darktable
darktable / MiniJSON.cs
Created November 30, 2011 23:08
Unity3D: MiniJSON Decodes and encodes simple JSON strings. Not intended for use with massive JSON strings, probably < 32k preferred. Handy for parsing JSON from inside Unity3d.
/*
* Copyright (c) 2013 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* Permission is hereby granted, free of charge, to any person obtaining
@gre
gre / easing.js
Last active June 13, 2024 12:18
Simple Easing Functions in Javascript - see https://github.com/gre/bezier-easing
/*
* This work is free. You can redistribute it and/or modify it under the
* terms of the Do What The Fuck You Want To Public License, Version 2,
* as published by Sam Hocevar. See the COPYING file for more details.
*/
/*
* Easing Functions - inspired from http://gizma.com/easing/
* only considering the t value for the range [0, 1] => [0, 1]
*/
EasingFunctions = {
@cuppster
cuppster / 1.cs
Created September 3, 2012 18:39
Promises for C# using Generics
/*
modified from original source: https://bitbucket.org/mattkotsenas/c-promises/overview
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Promises
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
struct Triangle {
public int p1;
public int p2;
public int p3;
public Triangle(int point1, int point2, int point3) {
@gfsl
gfsl / RXDivider.cs
Created September 25, 2013 04:00 — forked from MattRix/RXDivider.cs
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347
//My implementation is super lazy with magic numbers everywhere! :D
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEditor;
@mikezila
mikezila / BezierMesh.cs
Last active July 18, 2019 17:01
C# for Unity3D. Creates meshes from bezier patches. The resulting meshes are ready-to-render, including texture UVs.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class BezierMesh
{
public Mesh mesh;
public List<Vector2> uvs;
// Calculate UVs for our tessellated vertices
@lontivero
lontivero / gist:593fc51f1208555112e0
Last active June 24, 2023 20:05
Generates Markdown from VS XML documentation file
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml;
using System.Xml.Linq;
namespace GithubWikiDoc
{
@golergka
golergka / 1.cs
Last active August 29, 2015 14:05 — forked from cuppster/1.cs
/*
modified from original source: https://bitbucket.org/mattkotsenas/c-promises/overview
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Promises
@formix
formix / xd2md.cs
Last active January 17, 2024 21:13
Generates Markdown From VisualStudio XML documentation files
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Xml;
using System.Xml.Linq;
namespace Formix.Utils
{
class Program
@KeyMaster-
KeyMaster- / polarWarp.glsl
Last active November 20, 2019 15:00
Luxe polar warp shader
//The source texture that will be transformed
uniform sampler2D tex0;
//The texture coordinate passed in from the vertex shader (the default luxe vertex shader is suffice)
varying vec2 tcoord;
//x: width of the texture divided by the radius that represents the top of the image (normally screen width / radius)
//y: height of the texture divided by the radius representing the top of the image (normally screen height / radius)
uniform vec2 sizeOverRadius;