Goals: Add links that are reasonable and good explanations of how stuff works. No hype and no vendor content if possible. Practical first-hand accounts of models in prod eagerly sought.
![Screenshot 2023-12-18 at 10 40 27 PM](https://private-user-images.githubusercontent.com/3837836/291468646-4c30ad72-76ee-4939-a5fb-16b570d38cf2.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjA0MTYxODQsIm5iZiI6MTcyMDQxNTg4NCwicGF0aCI6Ii8zODM3ODM2LzI5MTQ2ODY0Ni00YzMwYWQ3Mi03NmVlLTQ5MzktYTVmYi0xNmI1NzBkMzhjZjIucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDcwOCUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA3MDhUMDUxODA0WiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9M2JiMDM2YjY2YWQ1YWUxMmEyNDkzOTAzNTI4MDY4NGVmN2NlMjU1OWY1ODNiYzE5YWFlNjQ4MTVkOTVmNzMzMyZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ._dHYE7dbSo_tI5BPQFA3CofBzv2hxPUEvOKP0QnoAhA)
# Using these pry gems -- copy to your Gemfile | |
# group :development, :test do | |
# gem 'awesome_print' # pretty print ruby objects | |
# gem 'pry' # Console with powerful introspection capabilities | |
# # pick either: | |
# # using byebug, but has issues with Zeitwerk | |
# gem 'pry-byebug' # Integrates pry with byebug | |
# | |
# # using default ruby debuggger | |
# gem 'pry-stack_explorer' |
class Whereable | |
def initialize(where:, model: Item, ranking_conditions: [], valid: true, data_source: nil) | |
@model = model | |
@where = where | |
@data_source = data_source | |
@ranking_conditions = ranking_conditions | |
@valid = valid | |
end | |
def valid? |
#include <time.h> // Robert Nystrom | |
#include <stdio.h> // @munificentbob | |
#include <stdlib.h> // for Ginny | |
#define r return // 2008-2019 | |
#define l(a, b, c, d) for (i y=a;y\ | |
<b; y++) for (int x = c; x < d; x++) | |
typedef int i;const i H=40;const i W | |
=80;i m[40][80];i g(i x){r rand()%x; | |
}void cave(i s){i w=g(10)+5;i h=g(6) | |
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
public class BuildAutomation { | |
public struct BuildTargetAndGroup { | |
public BuildTargetGroup group; | |
public BuildTarget target; |
Disclaimer: This piece is written anonymously. The names of a few particular companies are mentioned, but as common examples only.
This is a short write-up on things that I wish I'd known and considered before joining a private company (aka startup, aka unicorn in some cases). I'm not trying to make the case that you should never join a private company, but the power imbalance between founder and employee is extreme, and that potential candidates would
/** | |
* Author: David Asmuth | |
* Contact: piranha771@gmail.com | |
* License: Public domain | |
* | |
* Converts the .fbx model | |
* from Blender orientation system (Z is up, Y is forward) | |
* to the Unity3D orientation system (Y is up, Z is forward) | |
*/ | |
using System.IO; |
// Blend Add Shader (as used in Diablo 3) | |
// Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency. | |
// Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features. | |
// Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX | |
Shader "Custom/Blend Add Particle Test" | |
{ | |
Properties | |
{ | |
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
_BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5 |
## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
Shader "Custom/BasicGradient" | |
{ | |
Properties | |
{ | |
_TopColor ("Top Color", Color) = (1, 1, 1, 1) | |
_BottomColor ("Bottom Color", Color) = (1, 1, 1, 1) | |
_RampTex ("Ramp Texture", 2D) = "white" {} | |
} | |
SubShader |