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Éric Renaud-Houde num3ric

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@syoyo
syoyo / gist:831c4b1926aa88c0da9221211723da2d
Created Dec 17, 2018
C++ implementaion of "A simple method to construct isotropic quasirandom blue noise point sequences"
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); }
@ikrima
ikrima / build.cs
Created Apr 6, 2017
4.15 UE4 Optimized Build Rules
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 */;
@ikrima
ikrima / UE4 Animation Subsystem Architecture
Last active Feb 11, 2020
Mapping Out The UE4 Animation Architecture Flow
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
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