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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteInEditMode, System.Serializable] | |
public abstract class Rail : MonoBehaviour | |
{ | |
[SerializeField] public RailMaterial material; | |
[HideInInspector, SerializeField] protected List<Segment> segments = new(); |
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# This file contains a series of functions used to control a volleyball for a | |
# beach volleyball game. The game's design required a solution that allowed | |
# accuracy and strength be different for each character. The scripts rely on | |
# algebra to meet the games design requirements and allow animations to line | |
# up with the ball when being hit. | |
# The player or AI aims where they want to hit the ball and this function finds | |
# how best to hit the ball to reach that part of the court. |
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// A pathfinding algorithm with a novel change to the path simplification algorithm | |
// to make for more believable crowd simulations. | |
// While traditional methods for pathfinding on navigation meshes work great for | |
// individual agents, they have problems with crowds. Since all agents try to | |
// follow the same shortest path from one point to another, agents end up | |
// in traffic jams, funneling towards single points and in single file lines. | |
// My algorithm returns a simplified set of triangle edges to walk through instead of a |
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// Audio library made in a single header library style for my game engine. | |
#pragma once | |
struct Sound { | |
u32 frameCount; | |
i16 *samples; | |
}; |