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// Put this file in Program Files\Adobe\Photoshop\Presets\Scripts\ | |
// In PhotoShop menu File > Automate > Scripts: layersToSprite.js | |
// Arrange layers into a sprite sheet. | |
if (documents.length > 0) | |
{ | |
// -------------------------- | |
docRef = activeDocument; |
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<!doctype html> | |
<html> | |
<head> | |
<title>Three.js : WebGL Canvas Texture Text Example</title> | |
<style type="text/css"> | |
* { | |
margin: 0; | |
padding: 0; | |
} | |
body { |
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using UnityEngine; | |
public class Marquee : MonoBehaviour | |
{ | |
public string message = "Where we're going, we don't need roads."; | |
public float scrollSpeed = 50; | |
Rect messageRect; | |
void OnGUI () |
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var createEngine = require('voxel-engine') | |
window.game = createEngine({ lightsDisabled: true }) | |
game.scene.add(new game.THREE.HemisphereLight(0x408CFF, 0xFFC880, 0.6)) | |
game.on('mousedown', function(pos) { | |
var light = new game.THREE.PointLight( 0xffffff, 1, 500 ) | |
var direction = game.camera.matrixWorld.multiplyVector3(new game.THREE.Vector3(0,0,-1)) | |
var diff = direction.subSelf(game.controls.yawObject.position.clone()).normalize() |
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var createGame = require('voxel-engine') | |
function sphereWorld(x, y, z) { | |
// return the index of the material you want to show up | |
// 0 is air | |
if (x*x + y*y + z*z > 15*15) return 0 | |
return 4 | |
} | |
var game = createGame({ |
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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
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package; | |
import flash.display.Sprite; | |
import flash.geom.Point; | |
import openfl.events.JoystickEvent; | |
#if android | |
import openfl.utils.JNI; | |
import tv.ouya.console.api.OuyaController; |
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mkdir ~/source | |
# dependencies | |
sudo apt-get update | |
sudo apt-get install libgc-dev bzip2 git-core make gcc g++ gnuplot glade imagemagick libusb-dev python-usb python-lxml python-wxgtk2.8 speech-dispatcher libgnomecanvas2-dev m4 libsdl1.2-dev | |
# neko | |
git clone https://github.com/HaxeFoundation/neko.git ~/source/neko | |
cd ~/source/neko | |
make |
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$ mkdir haxe-droid && cd haxe-droid | |
$ git clone https://github.com/vouillon/ocaml-android.git | |
$ git clone https://github.com/HaxeFoundation/haxe.git | |
$ http://dl.google.com/android/ndk/android-ndk-r9b-darwin-x86.tar.bz2 | |
$ tar -vjxf android-ndk-r9b-darwin-x86.tar.bz2 && rm android-ndk-r9b-darwin-x86.tar.bz2 && mv android-ndk-r9b android-ndk | |
$ wget http://caml.inria.fr/pub/distrib/ocaml-4.01/ocaml-4.01.0.tar.gz | |
$ tar -xzf ocaml-4.01.0.tar.gz && rm ocaml-4.01.0.tar.gz && mv ocaml-4.01.0 ocaml-src |
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// warping hexagons, WIP. @psonice_cw | |
// I'm sure there's a less fugly way of making a hexagonal grid, but hey :) | |
// Maybe - Try this... | |
// Simplify! | |
#ifdef GL_ES | |
precision mediump float; | |
#endif |
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