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@karlgluck
karlgluck / ECS.cs
Last active May 17, 2018 00:59
My quick and incomplete version of Overwatch's Entity-Component System from the GDC17 presentation. Mostly written to think about how this would be implemented in a language with reflection.
public class ECSEntity
{
public ArrayList Components;
public static ECSEntity Acquire ()
{
throw new System.NotImplementedException();
ECSEntity retval = null;
return retval;
}
@ProGM
ProGM / CheckMissingReferencesInUnity.cs
Last active May 28, 2024 11:32
Finding Missing References in Unity 5.4+
// Based on http://www.tallior.com/find-missing-references-unity/
// It fixes deprecations and checks for missing references every time a new scene is loaded
// Moreover, it inspects missing references in animators and animation frames
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Linq;
[InitializeOnLoad]
@rla
rla / code.cpp
Created July 23, 2012 13:12
Sending JSON POST request with Qt
void SyncService::sync()
{
QUrl url(SYNC_URL);
QNetworkRequest request(url);
request.setHeader(QNetworkRequest::ContentTypeHeader, "application/json");
QNetworkAccessManager *manager = new QNetworkAccessManager(this);
connect(manager, SIGNAL(finished(QNetworkReply*)),