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View gist:e03d7242bcc97a4aa81d
#include "Matrix.h"
float const Matrix::identityMatrix[] = {
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
Matrix Matrix::MultiplyMatrices(const Matrix* m1, const Matrix* m2) {
View gist:53829199ff36ffbb684e
#include <iostream>
using namespace::std;
int width = -1;
int height = -1;
char** mineBoard;
int main(int argc, char* argv[]) {
while (width != 0 && height != 0) {
View gist:b0fc7b2287425c428823
naruse@MacBook-Pro ~/dev/HexLang/hex/compiler (master)$:make compiler.out
gcc -Wno-implicit parser.o lex.yy.c parser.tab.c ast.o semantics.o vtable.o ../base/hashmap.o ../base/strbuf.o ../base/hash.o compiler.c -o compiler.out
parser.y:695:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
1 warning generated.
compiler.c:63:66: error: too many arguments to function call, expected 3, have 4
hex_semantics_check_stmt_group(vtable, stmt_group, scope_type, indent_level);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^~~~~~~~~~~~
./semantics.h:32:1: note: 'hex_semantics_check_stmt_group' declared here
View gist:79d54c660707ed717edd
public List<Texture> GetTextures2D(Material mat) {
List<Texture> list = new List<Texture>();
int count = ShaderUtil.GetPropertyCount(mat.shader);
for(int i = 0; i < count; i++) {
if(ShaderUtil.GetPropertyType(mat.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) {
if(ShaderUtil.GetTexDim(mat.shader, i) == ShaderUtil.ShaderPropertyTexDim.TexDim2D) {
list.Add(mat.GetTexture(ShaderUtil.GetPropertyName(mat.shader, i)));
}
}
}
View gist:5d6ff992cde260cdb6ac
public List<Texture> GetTextures2D(Material mat) {
List<Texture> list = new List<Texture>();
int count = ShaderUtil.GetPropertyCount(mat.shader);
for(var i = 0; i < count; i++) {
if(ShaderUtil.GetPropertyType(mat.shader, i) == ShaderUtil.ShaderPropertyType.TexEnv) {
string propertyName = ShaderUtil.GetPropertyName(mat.shader, i);
if(propertyName != "_Cube") {
list.Add(mat.GetTexture(propertyName));
}
}
View gist:97f88fa9f7b530349518
/*
Created by: Juan Sebastian Munoz Arango
naruse@gmail.com
2014
www.pencilsquaregames.com
Feel free to use it for your personal / commercial projects.
a mention of the source would be nice but if you dont feel like
its alright.
@naruse
naruse / gist:4edc15f7c389ea8f793b
Created Sep 10, 2014
LOD groups add on to work with pro draw call.
View gist:4edc15f7c389ea8f793b
[MenuItem("FixLODRendeer")]
static void LODRendeer()
{
LODGroup[] lodgroups = (LODGroup[])GameObject.FindObjectsOfType(typeof(LODGroup));
//For every LOD group: get the current groups and get the renderer names..
foreach (LODGroup lodgroup in lodgroups)
{
SerializedObject obj = new SerializedObject(lodgroup);
@naruse
naruse / gist:7352864
Last active Dec 27, 2015
Want to adjust a Quad / Plane to the size of what the camera renders for playing a video ? heres how you doit
View gist:7352864
//Adjust the size of the transform to ocuppy the whole size of the camera being rendered
void Start () {
float distance = Vector3.Distance(Camera.main.transform.position, transform.position);
float sizeHeight = Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView/2) * distance;
float radAngle = Camera.main.fieldOfView * Mathf.Deg2Rad;
float radHFOV = 2 * Mathf.Atan(Mathf.Tan(radAngle / 2) * Camera.main.aspect);
float hFOV = Mathf.Rad2Deg * radHFOV;
@naruse
naruse / Calc.cs
Created Oct 22, 2013
Basically draws a calculator and all the logic inside of it.
View Calc.cs
/*
Basically draws a calculator and all the logic inside.
programmed by: Juan Sebastian Munoz Arango
naruse@gmail.com
October
*/
using UnityEngine;
View gist:134344
“Always Up” (referring to sun) = Siempre de dia
“Always Down” (referring to sun) = Siempre de noche
“Hemisphere” = Hemisferio
“Northern” (referring to northern hemisphere) = hemisferio norte
“Southern” (referring to northern hemisphere) = hemisferio sur
“City Map” = mapa de la ciudad
“No Cities” = no hay ciudades
“Tap + to add a new city” = Unda + para adicionar una nueva ciudad
“Units” = Unidades
“System Timezone” = sistema de zona horaria
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