Desktop puzzle game. Level design resembles Escher's "impossible" drawings and passable path varies depending on where player is located and in which direction he moves.
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
NOTE: This is a question I found on StackOverflow which I’ve archived here, because the answer is so effing phenomenal.
If you are not into long explanations, see [Paolo Bergantino’s answer][2].
This is a reference of OpenGL functions by the state they affect. For example, glBindVertexBuffer acts on the bound Vertex Array Object. This wiki category is the only place I could find this data collected. Below I list each category that seems important and the functions within them.
| // Reference: http://www.blackdogfoundry.com/blog/moving-repository-from-bitbucket-to-github/ | |
| // See also: http://www.paulund.co.uk/change-url-of-git-repository | |
| $ cd $HOME/Code/repo-directory | |
| $ git remote rename origin bitbucket | |
| $ git remote add origin https://github.com/mandiwise/awesome-new-repo.git | |
| $ git push origin master | |
| $ git remote rm bitbucket |
| """ | |
| Minimal character-level Vanilla RNN model. Written by Andrej Karpathy (@karpathy) | |
| BSD License | |
| """ | |
| import numpy as np | |
| # data I/O | |
| data = open('input.txt', 'r').read() # should be simple plain text file | |
| chars = list(set(data)) | |
| data_size, vocab_size = len(data), len(chars) |
OpenGL, the best graphics library this side of the Mississippi (which actually means the whole world, if you’re hip to geometric topology). This guide will guide you through the guiding principles of OpenGl. That’s a lot of guide. It is organized by topic, and in each topic we order each subtopic by a plausible chronology of use. If you can’t find something, use control-F or command-F. If you still can’t find it, contact a TA and tell us what we missed.
Vertex Buffer Objects (VBOs) are OpenGL’s way of storing geometry data. VBOs are referenced by VBO IDs that can be generated using OpenGL. Every object that you wish to render will eventually have to have its geometry stored in a VBO, so you really should spend some time getting to know these objects well.
Last updated 2020/03/04
Some links from twitter on the topic of parsing PSD files (haven't looked into them in details). PSD include a flattened rasterized image so this is easy to load if that's the only thing you need. Most software / librairies have support for extracting this flattened data (e.g. stb_image.h does).
However if you want access to individual layers, render non-rasterized layers, emulate every photoshop features, extract or apply effects with more granularity, more code is needed. May range from easy to lots-of-work depending on what exactly you need.
As far as I know there isn't a trivial stb-like ready-to-use C++ library to do that sort of things. Posting all links here. Some are probably bloated or hard to use into your project, some lacking features.
TODO: Actually look into the pros/cons of all those.
| #!/bin/sh | |
| # Install node and npm via nvm - https://github.com/nvm-sh/nvm | |
| # Run this script like - bash script-name.sh | |
| # Define versions | |
| INSTALL_NODE_VER=22 | |
| INSTALL_NVM_VER=0.40.1 |
| # WeChat aud file converter to wav files | |
| # Dependencies: | |
| # SILK audio codec decoder (available at https://github.com/gaozehua/SILKCodec) | |
| # ffmpeg | |
| # | |
| # By Gabriel B. Nunes (gabriel@kronopath.net) | |
| # Adapted from another script by Nicodemo Gawronski (nico@deftlinux.net) | |
| # | |
| import os, argparse, subprocess |