As easy as 1, 2, 3!
Updated:
- Aug, 08, 2022 update
config
docs for npm 8+ - Jul 27, 2021 add private scopes
- Jul 22, 2021 add dist tags
- Jun 20, 2021 update for
--access=public
- Sep 07, 2020 update docs for
npm version
echo 'export PATH=$HOME/local/bin:$PATH' >> ~/.bashrc | |
. ~/.bashrc | |
mkdir ~/local | |
mkdir ~/node-latest-install | |
cd ~/node-latest-install | |
curl http://nodejs.org/dist/node-latest.tar.gz | tar xz --strip-components=1 | |
./configure --prefix=~/local | |
make install # ok, fine, this step probably takes more than 30 seconds... | |
curl https://www.npmjs.org/install.sh | sh |
/**************************************************************************/ | |
/* godot_type.cpp */ | |
/**************************************************************************/ | |
/* This file is part of: */ | |
/* GODOT ENGINE */ | |
/* https://godotengine.org */ | |
/**************************************************************************/ | |
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | |
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ | |
/* */ |
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | |
Version 2, December 2004 | |
Copyright (C) 2011 YOUR_NAME_HERE <YOUR_URL_HERE> | |
Everyone is permitted to copy and distribute verbatim or modified | |
copies of this license document, and changing it is allowed as long | |
as the name is changed. | |
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE |
#!/bin/bash -i | |
#using shebang with -i to enable interactive mode (auto load .bashrc) | |
set -e #stop immediately if any error happens | |
# Install Open SDK | |
apt update | |
apt install openjdk-8-jdk -y | |
update-java-alternatives --set java-1.8.0-openjdk-amd64 | |
java -version |
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
All of the below properties or methods, when requested/called in JavaScript, will trigger the browser to synchronously calculate the style and layout*. This is also called reflow or layout thrashing, and is common performance bottleneck.
Generally, all APIs that synchronously provide layout metrics will trigger forced reflow / layout. Read on for additional cases and details.
elem.offsetLeft
, elem.offsetTop
, elem.offsetWidth
, elem.offsetHeight
, elem.offsetParent
(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.