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Jonathan Sandusky JSandusky

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View ImmediateRenderer.cpp
#include "ImmediateRender.h"
#include "../Core/Context.h"
#include "../Graphics/VertexBuffer.h"
#include "../Graphics/Camera.h"
#include "../Graphics/Graphics.h"
#include "../Scene/Node.h"
#include "../Input/Input.h"
#include "../Graphics/View.h"
#include "../Graphics/Viewport.h"
JSandusky / StructArray.cs
Created May 26, 2019
Crude swap+pop container
View StructArray.cs
// Swap to pop array of structs
public class StructArray<T> where T : struct
public T[] items_;
public int Count { get; private set; }
public int Capacity { get; private set; }
public StructArray(int capacity)
View dead.cs
[Description("Uses noise derivatives to produce an extremely versatile noise")]
public partial class UberNoise : NoiseGenerator
float lacunarity_ = 2.0f;
int octaves_ = 3;
float gain_ = 0.5f;
float perturbFeatures_ = 0.2f;
float sharpness_ = 0.7f;
float amplify_ = 0.7f;
JSandusky / MotionWheel.cpp
Created Feb 22, 2019
Motion Wheel ... WTFPL
View MotionWheel.cpp
MotionWheel::MotionWheel(Context* ctx) : Component(ctx),
lastPosition_(Vector3(M_INFINITY, M_INFINITY, M_INFINITY))
SubscribeToEvent(E_SCENEPOSTUPDATE, URHO3D_HANDLER(MotionWheel, OnUpdate));
JSandusky / AnimProc.cpp
Created Feb 20, 2019
Keyframe extraction
View AnimProc.cpp
#include "AnimProc.h"
#include "../Graphics/Animation.h"
#include "../IO/Log.h"
namespace Urho3D
/// Pulls out an interpolated keyframe from a track based on time.
/// The time value of the key will be set to the given time value, overwrite if undesired.
JSandusky / MaterialGraph.xml
Created Feb 6, 2019
Material graph node definition XML
View MaterialGraph.xml
<graph name="Material" candebug="false" color="orange">
<in /> = designates an input socket
<out /> = designates an output socket
<metadata></metadata> = can be attached to sockets or nodes themselves
List of Metadata: [NAME], [valid targets] = [purpose/effect]
JSandusky / Toon.hlsl
Created Feb 6, 2019
HLSL Toon Shader
View Toon.hlsl
// Toon Shader
// Features:
// - artist supplied *tone* ramp
// - Control map to force shadow/highlight
// - model-space vertical 1px shade control (hat shadows, etc)
// - MSDF *linework* map
// - rimlight glow
// - geometry-shader outlines
JSandusky / DEGFX.lua
Created Jan 22, 2019
DiligentEngine Premake
View DEGFX.lua
// setup the paths and build options
// add the projects to build
JSandusky /
Created Dec 16, 2018
Repro for Physics 2d raycast bug
// Urho2D physics sample.
// This sample demonstrates:
// - Creating both static and moving 2D physics objects to a scene
// - Displaying physics debug geometry
#include "Scripts/Utilities/"
void Start()
// Execute the common startup for samples
JSandusky / asPEEK.cpp
Last active Dec 13, 2018
asPEEK debugger: add `friend class asPEEK` as needed for access to `Script`' and `ScriptFile` internals
View asPEEK.cpp
Copyright (c) 2012 Muhammed Ikbal Akpaca
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
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