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var FIO_URL = "https://rest.fnar.net/";
var SELF_URL = "https://docs.google.com/spreadsheets/d/1kKyHtXhu4D2Jumi06K4VTvbCN_zpBwleaxK30nhCjWg/edit#gid=0";
var POSTFIX = "?randomizer=";
var requestCount;
var spreadsheetLog;
var playerActivitySheet;
var planetTrackerSheet;
var runDate;
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* Searching near Nascent (QJ-149)
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QJ-149
QJ-149 Distance 0
QJ-149b HYF Base Cost: 2391k High Temp (TSH), Low Press (SEA),
QJ-149a HYF Base Cost: 2368k High Temp (TSH),
Nascent HYF Base Cost: 1688k COGC: Resource Extraction
@andykorth
andykorth / gist:bf8e4509402c1f090c1c
Created April 30, 2014 18:48
Live drawing of FFT data in Unity3D
public AudioSource audioSauce;
public string CurrentAudioInput = "none";
int deviceNum = 0;
void Start()
{
string[] inputDevices = new string[Microphone.devices.Length];
deviceNum = 0;
Core engine classes
90 LOM/engine/Cubemap.cs <---- derives from Texture.cs
140 LOM/engine/FullScreenEffect.cs
56 LOM/engine/GameObject.cs <---- Basic GameObject, or entity.
242 LOM/engine/GameState.cs <---- Base class game state, manage objects, time, gameloop, input, matrix
17 LOM/engine/Input.cs
104 LOM/engine/Log.cs
83 LOM/engine/Main.cs
391 LOM/engine/Material.cs <---- Materials = shader, textures, and uniforms.
148 LOM/engine/RenderQueue.cs <---- Automatic batching and depth sorting.
@andykorth
andykorth / gist:5100871
Created March 6, 2013 16:53
GLFW for C#
using System;
using System.Runtime.InteropServices;
public class GLFW {
// TODO: Obviously don't do this.
public const string GLFW_LIB = "/Users/kortham/lib/libglfw.dylib";
public static int WINDOW = 0x00010001;
{
var batch = batches.First();
var sprite = batch.Key;
var mat = new Material(batch.First().material);
mat.mainTexture = sprite.texture;
var count = batch.Count();
var indexes = new int[6*count];
var vertexes = new Vector3[4*count];
{
var batch = batches.First();
var sprite = batch.Key;
var mat = new Material(batch.First().material);
mat.mainTexture = sprite.texture;
var count = batch.Count();
var indexes = new int[6*count];
var vertexes = new Vector3[4*count];
1>------ Build started: Project: Il2CppOutputProject, Configuration: Debug x64 ------
1>Building GameAssembly.dll with MsvcWinRtToolChain
1> Msvc Install Version: 15.0
1> Msvc Install SDK Directory: C:\Program Files (x86)\Windows Kits\10
1> Msvc Linker Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
1> Msvc Compiler Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
1>
1> Output directory: C:\Users\kortham\projects\hyperdot\Build\UWP\build\bin\x64\Debug
1> Cache directory: C:\Users\kortham\projects\hyperdot\Build\UWP\build\obj\il2cppOutputProject\x64\Debug
1>Il2CppSequencePointTable3.cpp
@andykorth
andykorth / gist:4cae0117e5320edfd9934417bbcebd4b
Created August 16, 2019 04:12
UWP Build in Visual Studio 2017
1>------ Build started: Project: Il2CppOutputProject, Configuration: Debug x64 ------
1>Building GameAssembly.dll with MsvcWinRtToolChain
1> Msvc Install Version: 15.0
1> Msvc Install SDK Directory: C:\Program Files (x86)\Windows Kits\10
1> Msvc Linker Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
1> Msvc Compiler Path: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
1>
1> Output directory: C:\Users\kortham\Projects\hyperdot\BuildUWP\build\bin\x64\Debug
1> Cache directory: C:\Users\kortham\Projects\hyperdot\BuildUWP\build\obj\il2cppOutputProject\x64\Debug
1>Il2CppMethodPointerTable.cpp
[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
public class EnumFlagDrawer : PropertyDrawer {
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
Enum targetEnum = GetBaseProperty<Enum>(property);
EditorGUI.BeginProperty(position, label, property);
EditorGUI.BeginChangeCheck();
#if UNITY_2017_3_OR_NEWER
Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum);
#else