This is a plugin meant for Jekyll.
Example use:
Easily embed a YouTube video. Just drop this file in your _plugins
directory.
{% youtube oHg5SJYRHA0 %}
module NullifyBlankAttributes | |
def write_attribute(attr_name, value) | |
new_value = value.presence | |
super(attr_name, new_value) | |
end | |
end |
This is a plugin meant for Jekyll.
Example use:
Easily embed a YouTube video. Just drop this file in your _plugins
directory.
{% youtube oHg5SJYRHA0 %}
This gist was writen in 2012 and it was solving specific problem in Rails & SimpleForm. Some fellow developers were pointing out this may be out dated concept. That's why I advise everyone to read comment section bellow to have a full grasp of alternative solutions
other sources that may be helpful to understand why this may not be best idea:
# | |
# Install the MYSQL driver | |
# gem install mysql2 | |
# | |
# Ensure the MySQL gem is defined in your Gemfile | |
# gem 'mysql2' | |
# | |
# And be sure to use new-style password hashing: | |
# http://dev.mysql.com/doc/refman/5.0/en/old-client.html | |
development: |
Too long to reply on twitter, so.
300 vertex limit[900 = uv+norm+pos), 6 passes for dynamic shadows, terrain shader is inefficient, etc... Win RT+Unity sounds FUN!
I haven't watched the video, but have looked at the slides. So, point by point:
300 vertex limit
That is for dynamic batching, i.e. meshes larger than that aren't transformed on the CPU each frame to try to save the draw calls. This isn't a WinRT limiation; it simply doesn't make sense to spend CPU time transforming larger meshes, in order to save some CPU time to save a draw call.
///////////////////////////////////////////////////////////////////////////// | |
///////////////////////////////////////////////////////////////////////////// | |
//// | |
//// Three kinds of generic object pools to avoid memory deallocations | |
//// in Unity-based games. See my Gamasutra articles. | |
//// Released under a Creative Commons Attribution (CC BY) License, | |
//// see http://creativecommons.org/licenses/ | |
//// | |
//// (c) 2013 Wendelin Reich. | |
//// |
Now, you might think the answer I'm going to give you is already obvious because I'm using GiHub right now, but it's not. Both GitHub and Bitbucket offer great Git services, but each has its own features and pricing plans. In the following... thing, I'm going to compare the two and then offer a final solution that should work for most people.
TL;DR: Both. Use GitHub for open source and public repos (you'll spend most of your time here) and Bitbucket for private repos. But, sign up for GitHub first, then import account into Bitbucket. Also, check comments for updates. P.S. I personally prefer GitHub.
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
namespace Swing.Editor | |
{ | |
public class EditorCoroutine |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Extensions; | |
namespace Occlusion | |
{ | |
public class Area : MonoBehaviour | |
{ |