View gist:831c4b1926aa88c0da9221211723da2d
// | |
// C++ implementaion of "A simple method to construct isotropic quasirandom blue | |
// noise point sequences" | |
// | |
// http://extremelearning.com.au/a-simple-method-to-construct-isotropic-quasirandom-blue-noise-point-sequences/ | |
// | |
// Assume 0 <= x | |
static double myfmod(double x) { return x - std::floor(x); } |
View build.cs
public BBR(TargetInfo Target) | |
{ | |
//Config | |
//BuildConfiguration.RelativeEnginePath = /* ...*/; | |
//Debug | |
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */; | |
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */; | |
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */; | |
//BuildConfiguration.bAllowLTCG = false /* d=false */; |
View UE4 Animation Subsystem Architecture
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 |