- Status: Proposed
- Deciders: V-Sekai
- Tags: V-Sekai
scoop install git | |
scoop update | |
scoop install sudo | |
scoop bucket add extras | |
scoop bucket add games | |
scoop bucket add java | |
scoop bucket add dorado https://github.com/chawyehsu/dorado | |
sudo scoop install https://gist.githubusercontent.com/fire/49648c067a79bfb9c6b41c324b5d44ba/raw/5afb90a1656c09794111766718436194bd8ecb92/listOfApps.json | |
clink autorun install | |
scoop uninstall listOfApps |
# MIT LICENSE | |
# Authored by iFire#6518 and alexfreyre#1663 | |
# This code ONLY apply to a mesh and simulations with ONLY the same vertex number | |
import bpy | |
#Converts a MeshCache or Cloth modifiers to ShapeKeys | |
frame = bpy.context.scene.frame_start | |
for frame in range(bpy.context.scene.frame_end + 1): | |
bpy.context.scene.frame_current = frame |
[00:00.000 -> 00:04.080] First of all, thank you very much, TJ and | |
[00:02.000 -> 00:06.240] François, to give this opportunity. | |
[00:04.080 -> 00:08.960] My name is Kristof. I am the principal | |
[00:06.240 -> 00:10.480] technical artist at Remedy Entertainment, | |
[00:08.960 -> 00:12.560] and today we're going to talk about how | |
[00:10.480 -> 00:14.320] we're using USD in our next generation | |
[00:12.560 -> 00:15.520] game development pipelines. | |
[00:14.320 -> 00:17.040] I will be presenting today's | |
[00:15.520 -> 00:18.960] presentation, but our director of | |
[00:17.040 -> 00:20.480] technology, Mika Vähkala, is also in this |
- Install meld
- In SourceTree, go to Tools/Options/Diff
- In
External Diff Tool
, chooseCustom
- Enter
/usr/local/bin/meld
inDiff Command
and$LOCAL $REMOTE
inArguments
- In
External Merge Tool
, chooseCustom
- Enter
/usr/local/bin/meld
inMerge Command
and$LOCAL $MERGED $REMOTE
inArguments
- Click Ok and restart SourceTree
Here are the updated and consistently ranked definitions with the added point:
-
Divide the Game World into Smaller Chunks: Split the game world into manageable sections, called cells or chunks, to improve performance and resource management.
-
Add a "Use World Partition" Property to Node2D/Node3D: Create a property that allows you to specify whether an asset should be part of the world partition system or not.
-
Map Assets' Global Positions to World Cells: Assign each asset to its corresponding world cell based on its global position within the game world.
These instructions are for Ubuntu. The procedure for Debian, Mint, or other distributions in the DEB family is similar but not identical.
- 64-bit Ubuntu Live CD. (Not the alternate installer, and not the 32-bit installer!)
- AMD64 or EM64T compatible computer. (ie: x86-64)
- 8GB disk storage available.
- 2GB memory minimum.
Computers that have less than 2GB of memory run ZFS slowly. 4GB of memory is recommended for normal performance in basic workloads. 16GB of memory is the recommended minimum for deduplication. Enabling deduplication is a permanent change that cannot be easily reverted.
/* | |
MIT License | |
Copyright (c) 2014-2022 Eron Gjoni | |
Copyright (c) 2019-2022 K. S. Ernest (iFire) Lee | |
Copyright (c) 2021 Rafael Martinez Gordillo. | |
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 |
$ cat /usr/local/bin/blender | |
#!/usr/bin/env bash | |
/usr/bin/flatpak run org.blender.Blender "$@" |