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<script>
<actors>
<actor name="Alex" description="A programmer and ninja" id="alex1" />
<actor name="Eddie" description="A wannabe indie, also a ninja" id="eddie1" />
</actors>
</script>
<script>
<actors>
<actor name="Alex" description="A programmer and ninja" id="alex" />
<actor name="Eddie" description="A wannabe indie, also a ninja" id="eddie" />
</actors>
<scene id='early'>
<dialogue id="enterStore" speaker="alex">
<prompt>Hello there young man, what can I do for you?</prompt>
<option goto="browseGoods">Enter the store</option>
@eddietree
eddietree / auto-tiling
Created December 3, 2013 06:53
auto-tiling done manually!!! #sigh
void TileBlocksManager::UpdateGridPos( funk::v2i a_grid_pos )
{
const uint32_t neighbor_mask = GetTileBlockNeighborMask( a_grid_pos );
v2i silhouette_tilesheet_grid_pos = v2i(-1);
switch( neighbor_mask )
{
// right nub
case TB_L:
@eddietree
eddietree / anubis-cloud-shader
Last active December 31, 2015 00:59
pseudocode for cloud shader. if you are billboarding the cloud quad, basically takes the direction the cloud is facing and changes the amount sampled per RGB channel
// passed in variables
float3 billboard_normal; // defined - (where billboard is facing), [-1,1] range
float2 uv; // defined - the UV of the quad [0,1] range
float time; // defined - passed in
texsampler tex_cloud_0; // cloud tex, each channel in RGB stores different monochrome texture
texsampler tex_cloud_1;
// normalize to [0,1] range
float3 billboard_normal_normalized = billboard_normal * 0.5f + float3(0.5f);
@eddietree
eddietree / gist:0447af50430490c1399b
Created June 28, 2014 20:38
funkengine engine setup
Visual Studio Setup
FunkEngine should build right out of the box, but in order for you to run it in Visual Studio, you need to set just a few User Settings.
Right click on the Project "FunkEngine" ->Properties -> Configuration Properties -> Debugging
Working Directory: $(ProjectDir)../../../../../resources
Environment: PATH=$(ProjectDir)../../../../../resources
Command arguments (Optional): -w 1280 -h 720 --windowed
Make sure to do it for Release and Debug builds.
#include <stdio.h>
#include <tchar.h>
#include <realsense/pxcsensemanager.h>
#include <realsense/pxchandmodule.h>
#include <realsense/pxchandconfiguration.h>
#include <realsense/pxchanddata.h>
#include <assert.h>
#include <cmath>
#include <cstdio>
#include <vector>
#include <iostream>
#include <algorithm>
#include <cstdint>
using namespace std;
struct ArrowData
/* package whatever; // don't place package name! */
import java.util.*;
import java.lang.*;
import java.io.*;
/* Name of the class has to be "Main" only if the class is public. */
class Ideone
{
public static void main (String[] args) throws java.lang.Exception
@eddietree
eddietree / gist:9669531aa206e76381f1
Created February 15, 2015 02:01
Default sublime keymap
[
{ "keys": ["ctrl+e"], "command": "open_dir", "args": {"dir": "$file_path", "file": "$file_name"} },
{ "keys": ["ctrl+shift+w"], "command": "close_others" }
]
@eddietree
eddietree / gist:ca6470f43810839de804
Created April 19, 2015 09:35
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