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import RealityKit | |
import SwiftUI | |
struct DiscoBallRealityView: View { | |
@State private var currentEntity: Entity? | |
@State private var morphFactor: Float = 0.0 | |
@State private var frameDuration: TimeInterval = 0.0 | |
@State private var lastUpdateTime = CACurrentMediaTime() | |
static let animationFrameDuration: TimeInterval = 1.0 / 120.0 |
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extension ModelComponent { | |
/// Dump the MeshResource.Model | |
func dumpMeshResourceModel() { | |
let printSIMD3Float = { (value: SIMD3<Float>) in | |
print("(\(value.x), \(value.y), \(value.z)), ", terminator: "") | |
} | |
let printSIMD2Float = { (value: SIMD2<Float>) in | |
print("(\(value.x), \(value.y)), ", terminator: "") | |
} |
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indirect enum Tree<Element: Comparable> { | |
enum Color { case R, B } | |
case empty | |
case node(Color, Tree<Element>, Element, Tree<Element>) | |
init() { self = .empty } | |
init( |
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// | |
// V3DViewContainer.swift | |
// Vision3DUIKit | |
// | |
// Created by Steven Troughton-Smith on 02/02/2024. | |
// | |
import UIKit | |
import SwiftUI |
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// | |
// Entity+MoveAsync.swift | |
// | |
// Created by Drew Olbrich on 1/15/24. | |
// Copyright © 2024 Lunar Skydiving LLC. All rights reserved. | |
// | |
// MIT License | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal |
Problem: accidentally pressing 'Esc' when editing a form in a "standard" LiveView modal dialog will discard all edits.
Proposed solution: Make the modal show a confirmation window on close when there have been changes on the form.
LiveView v0.20 was used.
Table of content
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
- Godot C# support is inefficient
- Godot API and binding system is designed around GDScript
- Godot is not production ready
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot
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defmodule Super.RepoTest do | |
use Super.DataCase, async: true | |
require Logger | |
@skipped_schemas [UserService.User] | |
defp tenant_schemas do | |
{:ok, mods} = :application.get_key(:super, :modules) | |
Enum.map(mods, fn mod -> |
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