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async function makePizza(sauceType = 'red') {
let [ dough, [ sauce, cheese ]] = await Promise.all([ makeDough(), makeToppings(sauceType) ])
return dough.add(sauce).add(cheese)
}
async function makeToppings(sauceType) {
return [ await makeSauce(sauceType), await makeCheese() ]
}
https://29a.ch/2010/5/17/path-tracing-a-cornell-box-in-javascript
https://29a.ch/sandbox/2010/cornellbox/worker.js
https://github.com/mateuszroth/raytracejs/blob/master/src/js/partials/raytrace.js
http://www.gabrielgambetta.com/tiny_raytracer_full.js
http://jupiter909.com/mark/jsrt.html
https://mzucker.github.io/2016/08/03/miniray.html
http://lousodrome.net/blog/light/tag/path-tracing/
http://create.stephan-brumme.com/smallpt-js/
http://blog.tojicode.com/2010/09/raytracing-in-javascript.html
https://benedikt-bitterli.me/tantalum/
~ $ npm install --save interpret@0.5.2 --verbose
npm info it worked if it ends with ok
npm verb cli [ '/app/.heroku/node/bin/node',
npm verb cli '/app/.heroku/node/bin/npm',
npm verb cli 'install',
npm verb cli '--save',
npm verb cli 'interpret@0.5.2',
npm verb cli '--verbose' ]
npm info using npm@3.8.9
npm info using node@v6.2.0
// both the 'Player' component and this component exist as scripts on the player instance in the scene
// My guess is that start() is called on this component before on Player()
// (even though this script is listed last)
// Is this a bad pattern? It seems like running GetComponent() on each FixedUpdate() and checking for null would be a huge waste
// How do unity developers do this instead?
void start() {
player = GetComponent<Player>();
}
v5.1.1:~/test/express (master)$ ied run start
/bin/bash: blah: command not found
start exited with status 127
v5.1.1:~/test/express (master *)$ npm start
> express@0.0.1 start /Users/hloftis/test/express
> blah
sh: blah: command not found
v5.1.1:~/test/express (master *)$ npm start
> express@0.0.1 start /Users/hloftis/test/express
> blah
sh: blah: command not found
npm ERR! Darwin 14.5.0
npm ERR! argv "/Users/hloftis/.nvm/versions/node/v5.1.1/bin/node" "/Users/hloftis/.nvm/versions/node/v5.1.1/bin/npm" "start"
npm ERR! node v5.1.1
v5.1.1:~/test/express (master)$ time ied install --production
real 0m1.950s
user 0m1.386s
sys 0m0.375s
v5.1.1:~/test/express (master)$ rm -rf node_modules/
v5.1.1:~/test/express (master)$ time npm install --quiet --production
npm WARN deprecated static-favicon@1.0.2: use serve-favicon module
express@0.0.1 /Users/hloftis/test/express
├─┬ body-parser@1.0.2
@hunterloftis
hunterloftis / gist:1e42a29491330f89ae36
Created August 24, 2015 18:06
problems with CLI buildpacks array manipulation
  1. The add/set commands are ambiguous and confusing
  2. Forking/cloning requires a sometimes-long sequence of tedious add/set/clear commands
  3. The list of buildpacks isn't carried with the files in a repo

what does buildpacks:set do?

Can you set the whole list at once, eg heroku buildpacks:set url1, url2, url3? Or does it only set the final buildpack? If you have a previously defined list, what does :set do? Does it replace the final buildpack, or blow away the whole list, or error?

-----> Build failed
WARNING: Avoid semver ranges starting with '>' in engines.node
https://devcenter.heroku.com/articles/nodejs-support#specifying-a-node-js-version
WARNING: Avoid checking node_modules into source control
https://www.npmjs.org/doc/misc/npm-faq.html#should-i-check-my-node_modules-folder-into-git-
WARNING: This version of npm (1.1.71) has several known issues - consider upgrading to the latest release (2.1.17)
https://devcenter.heroku.com/articles/nodejs-support
> dashboard-client@0.0.0 postinstall /Users/hloftis/heroku/dashboard-v6/client
> gulp
[13:48:08] Using gulpfile ~/heroku/dashboard-v6/client/gulpfile.js
[13:48:08] Starting 'bower'...
[13:48:08] Using cwd: /Users/hloftis/heroku/dashboard-v6/client
[13:48:08] Using bower dir: ./bower_components
[13:48:08] Starting 'clean:public'...
[13:48:08] Starting 'clean:tmp'...
[13:48:08] Starting 'clean:index'...