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Going deep with game development

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Going deep with game development
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@basyliq
basyliq / gohugo_bsky_comments.md
Last active November 27, 2024 02:50
Integrate Bluesky replies as your blog's comment section in gohugo.io framework

Layout: layouts/_default/single.html

<div id="comments-section" data-bsky-uri="{{ .Params.bsky }}"></div>
{{ $comments := resources.Get "js/comments.js" }}
<script src="{{ $comments.RelPermalink }}"></script>
@wesbos
wesbos / Bluesky.tsx
Created November 5, 2024 17:05
Bluesky RSC
export async function BlueSkyPost() {
const url = new URL('https://bsky.app/profile/danabra.mov/post/3la62zxt4rs2j');
const details = url.pathname.split('/').filter(Boolean).reduce((acc, part, index, pathParts) => {
if (index % 2 === 0 && pathParts[index + 1]) {
acc[part] = pathParts[index + 1];
}
return acc;
}, {} as Record<'post' | 'profile' | string, string>);
const endpoint = new URL('https://public.api.bsky.app/xrpc/app.bsky.feed.getPostThread');
const params = new URLSearchParams();
@jamiephan
jamiephan / README.md
Last active December 20, 2024 07:04
A script to automatically add ALL items to your account in quixel

Script to add all items from quixel

As quixel is being removed, all items are free to aquire. This script is to automate the process to add items to your account (As of writing, a total of 18874 items)

Note: This script only tested in the latest version of Chrome.

How to use

  1. Copy the script from below (run.js)
  2. Login into https://quixel.com
@runevision
runevision / BurstSDFGenerator.cs
Created September 11, 2024 07:48
Signed Distance Field generator for Unity with Burst support
/*
Based on the Anti-aliased Euclidean distance transform described by Stefan Gustavson and
Robin Strand. For further information, see https://contourtextures.wikidot.com/ and
https://web.archive.org/web/20220503051209/https://weber.itn.liu.se/~stegu/edtaa/
The algorithm is an adapted version of Stefan Gustavson's code, it inherits the copyright
statement below, which applies to this file only.
The rewrite with Unity Burst support makes the execution 40 times faster by default,
and 75 times faster if the passed in textures are both of type TextureFormat.RGBAFloat.
@FreyaHolmer
FreyaHolmer / GpuPrinter.cginc
Last active December 17, 2024 04:19
A unity shader .cginc to draw numbers in the fragment shader - see the first comment below for example usage!
///////////////////////////////////////////////////////////////////////////////
// ABOUT: A unity Shader .cginc to draw numbers in the fragment shader
// AUTHOR: Freya Holmér
// LICENSE: Use for whatever, commercial or otherwise!
// Don't hold me liable for issues though
// But pls credit me if it works super well <3
// LIMITATIONS: There's some precision loss beyond 3 decimal places
// CONTRIBUTORS: yes please! if you know a more precise way to get
// decimal digits then pls lemme know!
// GetDecimalSymbolAt() could use some more love/precision
/**
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves
* \param positionWS point in world space
* \param wavelengths wavelength of each of the 4 waves
* \param amplitudes amplitudes of each of the 4 waves
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED!
* \param speed global speed multiplier. Individual wave speed depends on Wavelength
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points
* \param normal returns the normal of given point.
* \return positional offset of the given point
@JiayinCao
JiayinCao / tiny_fiber.h
Last active November 26, 2024 17:54
Tiny Fiber ( A razor thin cross platform fiber library )
/*
MIT License
Copyright (c) 2023 Jiayin Cao
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@h3r2tic
h3r2tic / raymarch.hlsl
Last active December 19, 2024 03:16
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"

こんなアプリが欲しい

こういう「現実の背景をバックにアバターが踊ってる」動画を iPhoneとMocopiだけで指、表情込みで撮影できる アプリ image

どんなアプリを作れば良いの?

アバターの読み込み

  • VRoid Hubと連携してVRMモデルが読み込めると良い

トラッキング

  • 顔はARKitFaceのBlendShape
  • 指はMediaPipeのHand(後述の通りmocopiが無い場合はMediaPipeのBlazePoseでも良い)
// code updates are now there:
// https://github.com/Bleuje/processing-animations-code/blob/main/code/spherewave/spherewave.pde
// Processing code by Etienne JACOB
// motion blur template by beesandbombs
// opensimplexnoise code (by Kurt Spencer) in another tab is necessary
// --> code here : https://gist.github.com/Bleuje/fce86ef35b66c4a2b6a469b27163591e
// See the license information at the end of this file.
// View the rendered result at: https://bleuje.com/gifanimationsite/single/spherewave/