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JesseTG / resume.json
Last active September 6, 2022 18:01
{
"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="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup Label="Jenny Config">
<LangVersion>latest</LangVersion>
<DebugType>full</DebugType>
@JesseTG
JesseTG / Codegen.csproj
Last active January 23, 2022 18:39
My Codegen.csproj
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Configuration Condition=" '$(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
@JesseTG
JesseTG / AssetCommands.cs
Created December 28, 2019 01:51
List all assets of a given type for Minibuffer
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>
@JesseTG
JesseTG / SimplerComponents.cs
Last active March 5, 2019 21:04
Simplifying someone's component design
// 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
@JesseTG
JesseTG / keybase.md
Created April 15, 2018 19:33
keybase.md

Keybase proof

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:

@JesseTG
JesseTG / FindPythonModule.cmake
Created December 6, 2015 19:10
CMake module for detecting the presence of a given Python module
# 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
@JesseTG
JesseTG / gist:7125371
Created October 23, 2013 19:44 — forked from hay/gist:1351230
<!doctype html>
<html>
<head>
<title></title>
<style>
body {
background: white;
text-align: center;
padding: 20px;
font-family: Georgia, serif;