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-- https://github.com/davidm/lua-matrix/blob/master/lua/matrix.lua | |
local matrix = require 'matrix' | |
-- Origin x,y (Screen coord) | |
Ix0, Iy0 = 93, 329; -- Isometric | |
Dx0, Dy0 = 450, 329; -- Descartes | |
-- invert y axis, move to Dx0, Dy0 | |
descartesToScreenMatrix = (matrix{{1, 0, Dx0}, {0, 1, Dy0}, {0, 0, 1}} * matrix{{1, 0, 0}, {0, -1, 0}, {0, 0, 1}}) | |
-- Basis Vector I is (sqrt(3)/2, -1/2), J is (0, 1) |
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#include <stdio.h> | |
int max(int a, int b, int c){ | |
int t = ( a > b ? a : b); | |
return (t > c ? t : c); | |
} | |
int max(int a, int b){ | |
return (a > b? a : b); |
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#include <iostream> | |
using namespace std; | |
#define SAFE_DELETE_ARRAY(ptr) { if(ptr) { delete [](ptr); (ptr)=NULL; } } | |
int main(){ | |
// alloc 'team' | |
int*** team = new int**[1001]; | |
for(int x = 0; x < 1001; x++){ |
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#include <stdio.h> | |
#include <string.h> | |
#include <unistd.h> | |
#include <dirent.h> | |
#include <time.h> | |
#include <sys/stat.h> | |
#include <sys/types.h> |
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#include<iostream> | |
#include<sstream> | |
#include<array> | |
using namespace std; | |
typedef array<array<char, 5>, 5> char5x5; | |
typedef array<array<int, 5>, 5> int5x5; | |
int inline safeAccess(const int5x5& table, int i, int j) | |
{ |
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#include <iostream> | |
#include <sstream> | |
using namespace std; | |
typedef int uint; | |
std::string LagrangeGenerator(const uint k){ | |
uint** arr = new uint*[k]; | |
for(uint i=0;i<k;i++){ arr[i] = new uint[k]; } |
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#include <iostream> | |
#include <vector> | |
#include <set> | |
using namespace std; | |
int main(){ | |
int testcase = 0; | |
cin>>testcase; |
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#include <windows.h> | |
#include <stdio.h> | |
#define WIDTH 120 | |
#define HEIGHT 30 | |
float playerX = 0; | |
float playerY = 0; | |
float dx = 0,dy = 0; |
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%option noyywrap | |
%option yylineno | |
%{ | |
//#include "sym.h" | |
#include "coma.tab.h" | |
%} |
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Shader "Custom/NormalMapShader" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_LightColor("LightColor", Color) = (1,1,1,1) | |
_MainTex("Albedo (RGB)", 2D) = "white" {} | |
_SpecularMap("SpecularMap (RGB)", 2D) = "white" {} | |
_NormalMap("NormalMap", 2D) = "white" {} | |
_MainLightPosition("MainLightPosition", Vector) = (0,0,0,0) | |
} | |
SubShader{ |
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