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@nguyenvuducthuy
nguyenvuducthuy / main.py
Created February 26, 2020 10:30 — forked from fogleman/main.py
Collision Avoidance
from collections import deque
from math import sin, cos, pi, atan2, hypot
import random
import time
import wx
SIZE = 600
COUNT = 64
SPEED = 100
FOLLOWERS = 4
# create sdk folder
export ANDROID_HOME=/opt/android-sdk-linux
sudo mkdir -p $ANDROID_HOME
# install openjdk
sudo apt-get install openjdk-8-jdk
# download android sdk
cd $ANDROID_HOME
sudo wget https://dl.google.com/android/repository/tools_r25.2.3-linux.zip
@nguyenvuducthuy
nguyenvuducthuy / UE4 Animation Subsystem Architecture
Created July 26, 2018 14:59 — forked from ikrima/UE4 Animation Subsystem Architecture
Mapping Out The UE4 Animation Architecture Flow
Animation Subsystem
AnimInstance is the runtime animation class that maintains runtime data & plays shit
- This is the parent class of the animation blueprint
- Get Bone Transforms from a specific time t:
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion));
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves
- UAnimSequence