# SPDX-License-Identifier: Unlicense or CC0 | |
extends Node2D | |
# Smooth panning and precise zooming for Camera2D | |
# Usage: This script may be placed on a child node | |
# of a Camera2D or on a Camera2D itself. | |
# Suggestion: Change and/or set up the three Input Actions, | |
# otherwise the mouse will fall back to hard-wired mouse | |
# buttons and you will miss out on alternative bindings, | |
# deadzones, and other nice things from the project InputMap. |
const minute = 60; | |
const hour = minute * 60; | |
const day = hour * 24; | |
const week = day * 7; | |
const month = day * 30; | |
const year = day * 365; | |
/** | |
* Convert a date to a relative time string, such as | |
* "a minute ago", "in 2 hours", "yesterday", "3 months ago", etc. |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
package main | |
import ( | |
"context" | |
"flag" | |
"fmt" | |
"log" | |
"net/http" | |
"os" | |
"os/signal" |
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FFmpeg is one of the most powerful tools for video transcoding and manipulation, but it's fairly complex and confusing to use. That's why I decided to create this cheat sheet which shows some of the most often used commands.
Let's start with some basics:
ffmpeg
calls the FFmpeg application in the command line window, could also be the full path to the FFmpeg binary or .exe file
using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Threading; | |
class BitmapEncoder | |
{ | |
public static void WriteBitmap(Stream stream, int width, int height, byte[] imageData) |