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# Customize BASH PS1 prompt to show current GIT repository and branch. | |
# by Mike Stewart - http://MediaDoneRight.com | |
# SETUP CONSTANTS | |
# Bunch-o-predefined colors. Makes reading code easier than escape sequences. | |
# I don't remember where I found this. o_O | |
# Reset | |
Color_Off="\[\033[0m\]" # Text Reset |
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;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger (doppelheathen@gmail.com) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
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#! /bin/bash | |
# | |
# Diffusion youtube avec ffmpeg | |
# Configurer youtube avec une résolution 720p. La vidéo n'est pas scalée. | |
VBR="2500k" # Bitrate de la vidéo en sortie | |
FPS="30" # FPS de la vidéo en sortie | |
QUAL="medium" # Preset de qualité FFMPEG | |
YOUTUBE_URL="rtmp://a.rtmp.youtube.com/live2" # URL de base RTMP youtube |
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#include <stdio.h> | |
#include <string.h> | |
#include <stdlib.h> | |
#include <unistd.h> | |
#include <fcntl.h> | |
#include <netinet/tcp.h> | |
#include <sys/socket.h> | |
#include <sys/types.h> | |
#include <netinet/in.h> |
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// Copyright (c) 2021 Stoiko Todorov | |
// This work is licensed under the terms of the MIT license. | |
// For a copy, see https://opensource.org/licenses/MIT. | |
// What this function does: | |
// Rasterizes a single Field Of View octant on a grid, similar to the way | |
// field of view / line of sight / shadowcasting is implemented in some | |
// roguelikes. | |
// Uses rays to define visible volumes instead of tracing lines from origin | |
// to pixels. |
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#!/bin/bash | |
SERVER='localhost' | |
PORT='26000' | |
PASSWORD='foo' | |
SECURE=0 | |
SECURE_PORT="1234" | |
RCON_HEADER=$(echo -e "\xff\xff\xff\xff") | |
ESCAPE_CHAR=$(echo -en "\x1b") |
I'm comparing Godot mostly to Unity due to my ~10 years of Unity experience. I'm also primarily working in 3D and C# and that is what I want to use Godot for.
Terms:
- by "export" I mean a variable exposed in the inspector, that's how Godot calls them
- I use the word "prefab" to mean a scene that is intended to be instantiated multiple times, unlike a "level"
- Godot's Resources == Unity's ScriptableObjects
- Godot's collision shapes == Unity's colliders
ffmpeg -f avfoundation -i "1" -vcodec libx264 -r 10 -tune zerolatency -b:v 500k -bufsize 300k -f rtp rtp://localhost:1234
ffmpeg -f avfoundation -i "1" -vcodec libx264 -r 10 -tune zerolatency -b:v 500k -bufsize 300k -f rtp udp://127.0.0.1:1234
ffmpeg -f avfoundation -i "1" -vcodec libx264 -r 10 -tune zerolatency -b:v 500k -bufsize 300k -f mpegts udp://127.0.0.1:1234
ffmpeg -f avfoundation -i "1" -vcodec libx264 -r 10 -pix_fmt uyvy422 -tune zerolatency -b:v 500k -bufsize 300k -f mpegts udp://192.168.88.38:1234
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def bresenham(startPoint, endPoint): | |
startPoint = [int(startPoint[0]),int(startPoint[1]),int(startPoint[2])] | |
endPoint = [int(endPoint[0]),int(endPoint[1]),int(endPoint[2])] | |
steepXY = (abs(endPoint[1] - startPoint[1]) > abs(endPoint[0] - startPoint[0])) | |
if(steepXY): | |
startPoint[0], startPoint[1] = startPoint[1], startPoint[0] | |
endPoint[0], endPoint[1] = endPoint[1], endPoint[0] |
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