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@zephjc
zephjc / CharacterMotorC.cs
Created May 24, 2013 05:58
Fixed C# replacements of CharacterMotor.js and FPSInputController.js via http://forum.unity3d.com/threads/93527-FPSInputController-and-CharacterMotor-in-Csharp Changes from above link: FPSInputController: Removed "Event.laddertrigger" code which is not part of the original JS file CharacterMotor: Lets the various inner properties classes show up…
using UnityEngine;
using System.Collections;
//#pragma strict
//#pragma implicit
//#pragma downcast
// Require a character controller to be attached to the same game object
// I had to initally comment out the following RequireComponent
// line to make it compile and allow attaching to my Main Camera;
@skyrpex
skyrpex / qt5-fusion-dark.cpp
Last active October 5, 2022 10:57
Qt5 Fusion style (dark color palette)
qApp->setStyle(QStyleFactory::create("fusion"));
QPalette palette;
palette.setColor(QPalette::Window, QColor(53,53,53));
palette.setColor(QPalette::WindowText, Qt::white);
palette.setColor(QPalette::Base, QColor(15,15,15));
palette.setColor(QPalette::AlternateBase, QColor(53,53,53));
palette.setColor(QPalette::ToolTipBase, Qt::white);
palette.setColor(QPalette::ToolTipText, Qt::white);
palette.setColor(QPalette::Text, Qt::white);
@ssylvan
ssylvan / rh_hash_table.hpp
Last active July 2, 2025 14:23
Quick'n'dirty Robin Hood hash table implementation. Note, I have implemented this algorithm before, with tons of tests etc. But *this* code was written specifically for the blog post at http://sebastiansylvan.com/post/robin-hood-hashing-should-be-your-default-hash-table-implementation/, it has not been extensively tested so there may be bugs (an…
#define USE_ROBIN_HOOD_HASH 1
#define USE_SEPARATE_HASH_ARRAY 1
template<class Key, class Value>
class hash_table
{
static const int INITIAL_SIZE = 256;
static const int LOAD_FACTOR_PERCENT = 90;
struct elem
@deltheil
deltheil / msgpack.c
Last active September 15, 2025 13:45
Pack / unpack some structs with C msgpack - see http://stackoverflow.com/a/15405794/1688185
#include <stdio.h>
#include <assert.h>
#include <msgpack.h>
typedef struct some_struct {
uint32_t a;
uint32_t b;
float c;
} some_struct;
@pigeon6
pigeon6 / Unlit-CastShadow.shader
Created December 7, 2012 23:11
Unlit texture shader which casts shadow on Forward/Defered
// Unlit texture shader which casts shadow on Forward/Defered
Shader "Unlit/Texture CastShadow" {
Properties {
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader {
Tags {"Queue"="Opaque" }
LOD 100
@banaslee
banaslee / XGH - de-de.txt
Last active September 23, 2025 08:25
eXtreme Go-Horse Process
eXtreme Go Horse (XGH) Process
Quelle: http://gohorseprocess.wordpress.com
Übersetzung ursprünglich von https://gist.github.com/Neffez/f8d907ba8289f14e23f3855011fa4e2f
1. Ich denke, also ist es nicht XGH.
In XGH wird nicht gedacht, es wird das erste gemacht, was in den Sinn kommt. Es gibt auch keine zweite Option, die erste ist schneller.
2. Es gibt 3 Wege ein Problem zu lösen: den richtigen Weg, den falschen Weg und den XGH Weg, welcher exakt wie der falsche ist, aber schneller.
@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger (doppelheathen@gmail.com)
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no
@wmiller
wmiller / Events.cs
Last active October 22, 2023 06:39
Unity3D Event System
using System.Collections;
using System.Collections.Generic;
public class GameEvent
{
}
public class Events
{
static Events instanceInternal = null;
@flarb
flarb / NaturalOrientation.cs
Created August 4, 2012 00:03
How to detect the "natural" orientation of an Android device in Unity3D. Also can use to detect tablet and phone.
using UnityEngine;
using System.Collections;
public class NaturalOrientation : MonoBehaviour {
public static int ORIENTATION_UNDEFINED = 0x00000000;
public static int ORIENTATION_PORTRAIT = 0x00000001;
public static int ORIENTATION_LANDSCAPE = 0x00000002;
public static int ROTATION_0 = 0x00000000;
@kristopherjohnson
kristopherjohnson / SHA1Util.cs
Last active October 1, 2020 22:18
.NET/C# Generate SHA1 hex string for a string encoded as UTF8
using System.Security.Cryptography;
using System.Text;
namespace Snippets
{
public static class SHA1Util
{
/// <summary>
/// Compute hash for string encoded as UTF8
/// </summary>