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fadookie / HelloWorld.cpp
Created September 20, 2011 03:39 — forked from rawbitrec/HelloWorld.cpp
Ye Olde Sea Pluss Pluss!
//created by Eliot Lash and Robert Muller on 10/3/10
//copyright Eliot Lash and Robert Muller 2011
//Welcome to Ye Olde Sea Pluss Pluss!
#include <iostream>
#include <string>
#include "olde.h"
#define normal
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fadookie / arcPointCollision.pde
Created April 22, 2012 06:42
Arc/point collision
class Arc {
boolean collidesWith(PolarCoord point) {
return !( sin(startAngle) > sin(point.t) ||
sin(stopAngle) < sin(point.t) ||
cos(startAngle) > cos(point.t) ||
cos(stopAngle) < cos(point.t) ||
minRadius > point.r ||
maxRadius < point.r );
}
}
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fadookie / snow.png
Created April 26, 2012 06:51 — forked from anonymous/snowfight
snowfight.pde
snow.png
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fadookie / gist:2722095
Created May 17, 2012 22:41
IRC minus one
[15:40] <mvl> i'm still curious, do you see a minus one here 1
[15:41] <eliot> no I don't
[15:41] <eliot> looks like a 1
[15:41] <eliot> do you see a minus one here? -1
[15:41] <mvl> hmm somethings stripping out the dash then
[15:41] <eliot> what irc client are you using?
[15:41] <mvl> cause i typed -1
[15:41] <mvl> minus one
[15:41] <mvl> "-1"
[15:41] <eliot> now I see it
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fadookie / gist:4392708
Created December 27, 2012 22:32
Retrieve random object from NSSet
//Implemented based on the pseudo-code in http://stackoverflow.com/a/9981965/350761
int randomIndex = arc4random() % [set count];
__block int currentIndex = 0;
__block id selectedObj = nil;
[set enumerateObjectsUsingBlock:^(id obj, BOOL *stop) {
if (randomIndex == currentIndex) { selectedObj = obj; *stop = YES; }
else currentIndex++;
}];
return selectedObj;
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fadookie / gist:ca22021c3e9db4d69991
Created June 19, 2014 00:58
Manimal/memcached bash aliases
alias startmemcached="launchctl load -w /System/Library/LaunchDaemons/com.danga.memcached.plist"
alias stopmemcached="launchctl unload /System/Library/LaunchDaemons/com.danga.memcached.plist"
alias startmanimal="startmemcached; mvn clean tomcat7:run-war"
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fadookie / CameraAnchor.cs
Last active April 29, 2024 12:19
Screen-relative anchoring component for Unity3D. Find more Unity code at http://www.eliotlash.com/2015/01/unity3d-components-and-code-snippets/
/***
* This script will anchor a GameObject to a relative screen position.
* This script is intended to be used with ViewportHandler.cs by Marcel Căşvan, available here: http://gamedev.stackexchange.com/a/89973/50623
* It is also copied in this gist below.
*
* Note: For performance reasons it's currently assumed that the game resolution will not change after the game starts.
* You could not make this assumption by periodically calling UpdateAnchor() in the Update() function or a coroutine, but is left as an exercise to the reader.
*/
/* The MIT License (MIT)
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fadookie / waterscreen1.shader
Created January 14, 2015 11:59
Water screen shader w/ time scrubbing
// http://unitycoder.com/blog/2012/02/26/water-splash-screen-effect-shader/
Shader "Custom/waterscreen1" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Water ("WaterBlur (BW)", 2D) = "white" {}
_Slide ("SliderTime", Range(0, 0.2)) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
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fadookie / TempoManager.cs
Last active August 29, 2015 14:13
Unity Tempo Manager Example
/**
* This is an example of how to make a class that fires off events to the BPM of a song.
* I haven't tested it and it may require work to compile, this is based off a much more complex
* manager from another project.
*
* Copyright (c) 2015 Eliot Lash
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
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fadookie / crappyVertPerlin.shader
Created January 16, 2015 13:07
Crappy perlin noise vertex shader
Shader "Custom/crappyVertPerlin" {
Properties {
// _Slide ("SliderTime", Range(0, 20)) = 0
_PerlinScale ("Perlin Scale", Vector) = (50, 50, 0, 0)
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM