I hereby claim:
- I am jessetg on github.
- I am jessetg (https://keybase.io/jessetg) on keybase.
- I have a public key ASBnvPIowt1nP6ujiK7dcIm7fVf9iPShtzC9D5maLFhisgo
To claim this, I am signing this object:
{ | |
"basics": { | |
"name": "Jesse Talavera-Greenberg", | |
"label": "Technical Writer / Game Developer", | |
"email": "jesse@jesse.tg", | |
"url": "https://jesse.tg", | |
"location": { | |
"city": "Remsenburg", | |
"region": "NY", | |
"countryCode": "US" |
<?xml version="1.0" encoding="utf-8"?> | |
<!-- | |
This file exists because Jenny doesn't understand the concept of putting | |
code into multiple projects. | |
--> | |
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> | |
<PropertyGroup Label="Jenny Config"> | |
<LangVersion>latest</LangVersion> | |
<DebugType>full</DebugType> |
<?xml version="1.0" encoding="utf-8"?> | |
<Project Sdk="Microsoft.NET.Sdk"> | |
<PropertyGroup> | |
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | |
<OutputType>Library</OutputType> | |
<RootNamespace>CorundumGames.CodeGeneration.Plugins</RootNamespace> | |
<AssemblyName>CorundumGames.CodeGeneration.Plugins</AssemblyName> | |
<TargetFramework>net472</TargetFramework> | |
<Deterministic>true</Deterministic> | |
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies> |
#!/bin/sh | |
SOUNDS_DIR="${HOME}/sounds" | |
echo $SOUNDS_DIR | |
shopt -s nullglob | |
array=($SOUNDS_DIR/**/*.wav) | |
echo "${array[@]}" | |
shopt -u nullglob # Turn off nullglob to make sure it doesn't interfere with anything later | |
soundfile="${array[$RANDOM % ${#array[@]}]}" # Note double-quotes to avoid extra parsing of funny characters in filenames |
using System; | |
using System.Linq; | |
using System.Text; | |
using DesperateDevs.Utils; | |
using SeawispHunter.MinibufferConsole; | |
using SeawispHunter.MinibufferConsole.Extensions; | |
using Sirenix.Utilities; | |
using UnityEngine; | |
namespace CorundumGames.Chromavaders.Behaviours.MinibufferConsole |
<ivy-module version="2.0"> | |
<info version="2019.2.2" organisation="Unity" module="StandaloneWindows" e:packageType="PlaybackEngine" e:unityVersion="2019.2.2f1" xmlns:e="http://ant.apache.org/ivy/extra" /> | |
<publications xmlns:e="http://ant.apache.org/ivy/extra"> | |
<artifact name="UnityEditor.WindowsStandalone.Extensions" type="dll" ext="dll" /> | |
</publications> | |
</ivy-module> |
// Assumptions: | |
// - Each analog stick is a separate entity | |
// - There is no central "controller" entity, but there is a controller ID | |
// - It's up to you to decide which entities should have which of these components | |
public enum StickMode { | |
Movement, | |
Attack, | |
// And possibly other things like camera or cursor movement, depending on the nature of your game | |
// and on other architecture decisions you make |
I hereby claim:
To claim this, I am signing this object:
# Find if a Python module is installed | |
# Found at http://www.cmake.org/pipermail/cmake/2011-January/041666.html | |
# To use do: find_python_module(PyQt4 REQUIRED) | |
function(find_python_module module) | |
string(TOUPPER ${module} module_upper) | |
if(NOT PY_${module_upper}) | |
if(ARGC GREATER 1 AND ARGV1 STREQUAL "REQUIRED") | |
set(${module}_FIND_REQUIRED TRUE) | |
endif() | |
# A module's location is usually a directory, but for binary modules |
<!doctype html> | |
<html> | |
<head> | |
<title></title> | |
<style> | |
body { | |
background: white; | |
text-align: center; | |
padding: 20px; | |
font-family: Georgia, serif; |