- What tech stack do you use? Are you rolling out new technologies or sunsetting older ones? Do you have any legacy system that you need to maintain?
- What is your maturity stage? Finding a direction, feature work, maintenance...
- What are the next big engineering challenges you will face?
- How are requirements delivered to the engineering teams? How are technical decisions made and communicated?
- What level of involvement do engineers have in relation to architecture and system design? How much freedom for decision making do individual developers have? What happens if an engineer identifies areas of improvement?
- What is the junior/senior balance of the team?
tool | |
extends SceneTree | |
const PLATFORM_ANDROID = "Android" | |
const PLATFORM_HTML5 = "HTML5" | |
const PLATFORM_IOS = "iOS" | |
const PLATFORM_LINUX = "Linux/X11" | |
const PLATFORM_MAC = "Mac OSX" | |
const PLATFORM_UWP = "UWP" | |
const PLATFORM_WINDOWS = "Windows Desktop" |
[alias] | |
index-is-clean = !git diff-index --cached --quiet HEAD | |
recover = !f() { local REV=$(git rev); [ "$(git commit-message)" = ::modified ] && git reset -q HEAD~; [ "$(git commit-message)" = ::indexed ] && git reset -q --soft HEAD~; [ $(git rev) = $REV ] || echo 'Current state recovered'; }; f | |
rev = rev-parse HEAD | |
store = !f() { local REV="$(git rev)"; git index-is-clean || git unsafe-commit '::indexed'; git working-is-clean || $(git add -A && git unsafe-commit '::modified'); [ "$(git rev)" = "$REV" ] || echo 'Current state stored'; }; f |
shader_type particles; | |
//render_mode disable_velocity,disable_force,keep_data; | |
uniform sampler2D map; | |
uniform float map_mipmap=2.0; | |
uniform vec2 collider_position; | |
uniform float collider_radius; | |
uniform float particle_radius; | |
uniform float sample_range=5.0; | |
uniform float sample_step=1.0; |
@tool | |
extends EditorPlugin | |
func _enter_tree() -> void: | |
pass | |
func _exit_tree() -> void: | |
pass | |
func _apply_changes() -> void: |
Simple scene manager with simple transition effects using RPG Maker greyscale images. Doesn't do async loading at all, but that's fine for small games that just want a little pizzaz to their visuals. Just drop the file into your project and add it to your Autoloads. Then start doing SceneManager.change_scene('res://myscene.tscn')
instead of get_tree().change_scene('res://myscene.tscn')
and you'll be good to go.
This is a proposal for a ⚡lightning talk at the Reactive 2017 conference.
🌟 Please star it so we can make it to the top 10 and be choosen to make it.
1 year ago our design team came with the idea of redesigning our frontend... We decided to do it with React. One year later and some millions of satisfied users it's time to share the amazing and hard lessons we have learned. Some of those lessons are about:
- SSR and SPA SEO
* { | |
font-size: 12pt; | |
font-family: monospace; | |
font-weight: normal; | |
font-style: normal; | |
text-decoration: none; | |
color: black; | |
cursor: default; | |
} |
La mayoría de los proyectos ya existen. ¿Que quiero decir con esto? Bueno, creo que la mayoría de desarrolladores en la era de las grandes documentaciones simplemente abusan de la superficialidad que estas nos permiten. Y creo que esto puede estar bien en cierto modo, pero también creo que son las grandes implementaciones las que, en última instancia, nos hacen crecer como profesionales.
Es por esto que en la documentación del proyecto que quiero pseudodocumentar hoy empieza con una de las frases más conocidas por el homo-developer. "Oh, no way... another Dependency Injection container written in PHP?". Pues me temo
[alias] | |
b = branch | |
bl = branch-list | |
bn = rename-branch | |
br = branch -r | |
c = checkout | |
cm = commit -m | |
cp = cherry-pick | |
d = diff | |
df = commits-of-changed-files |