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zicklag / KerasTextGenBreakdown.ipynb
Last active November 10, 2017 03:55
Breakdown of the Keras Text Generation Example
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@zicklag
zicklag / 0001-Add-Functions-and-Function-Calls-to-Logic-Nodes.patch
Last active November 18, 2018 02:41
Patch for Function Nodes in Armory
diff --git a/Sources/armory/logicnode/CallFunctionNode.hx b/Sources/armory/logicnode/CallFunctionNode.hx
index d53fabae..b032dd95 100644
--- a/Sources/armory/logicnode/CallFunctionNode.hx
+++ b/Sources/armory/logicnode/CallFunctionNode.hx
@@ -15,8 +15,15 @@ class CallFunctionNode extends LogicNode {
if (object == null) return;
var funName:String = inputs[2].get();
+ var args:Array<Dynamic> = [];
+
@zicklag
zicklag / BenchmarkVec4.hx
Last active December 4, 2018 21:50
Testing Haxe Hotmem for Vector Abstract
package arm;
import haxe.ds.Vector;
import iron.system.Time;
import iron.math.HotVec4;
import iron.math.Vec4;
enum VectorType {
HotVecType;
VecType;
@zicklag
zicklag / InkParser.hx
Last active January 1, 2019 23:56
A WIP Ink Parser for Haxe.
import hxparse.Ruleset;
import hxparse.Position;
import hxparse.LexerTokenSource;
import hxparse.ParserBuilder;
import hxparse.RuleBuilder;
import hxparse.Lexer;
enum LexerToken {
// Brackets
TParenOpen;
@zicklag
zicklag / CharacterController2.hx
Last active May 21, 2020 05:48
A WIP Armory3D Character Controller
package arm;
import kha.graphics4.hxsl.Types.Vec;
import kha.FastFloat;
import iron.math.Quat;
import iron.math.Vec4;
import haxe.Log;
import armory.trait.physics.PhysicsWorld;
import iron.system.Input;
import armory.trait.physics.bullet.RigidBody;
@zicklag
zicklag / DEP5_ArmorySDK.txt
Created January 6, 2019 23:23
Armory3D License Scan
This file has been truncated, but you can view the full file.
Format: http://www.debian.org/doc/packaging-manuals/copyright-format/1.0/
Upstream-Name: /srv/fossology/repository/report
Upstream-Contact:
Source:
Disclaimer: <text> This file is offered as-is, without any warranty. </text>
Copyright:
License:
Comment: created on 2019-01-06T23:14:14Z with FOSSology
@zicklag
zicklag / khabind.md
Last active February 15, 2023 18:01
Khabind Documentation

Khabind: Binding C++ Libraries To Kha For JS/HashLink

NOTE: This is documentation for the feature I added for binding C++ libraries to Haxe for Kha for the Krom and HashLink targets. The discussion is at armory3d/haxebullet#25. This can be moved over to a Wiki page for the Kha repo when the feature gets merged.

Kha has a method for binding C++ libraries to Haxe for use in Kha for its Krom, HTML5, and HashLink targets. It uses Emscripten and the webidl binding library to automatically create Haxe bindings based on a WebIDL file that defines the interfaces to bind. A full example of a Khabind library is haxebullet which is used by the Armory3D project for 3D physics.

Note: When targeting a JavaScript platform such as Krom or HTML5, the C++ library you are binding to will be compiled to

@zicklag
zicklag / export.json
Last active February 19, 2019 01:15
Failing Ghost Import
{
"data" : {
"users" : [
{
"name" : "Sir Dude",
"email" : "sirdude@email.com",
"created_at" : "2018-10-10 10:00:00",
"id" : "1"
}
],
@zicklag
zicklag / armoryArchictecture.md
Created February 25, 2019 18:23
Armory Architecture

This document will outline the architecture of Armory games. Lets walk through the technologies that make up Armory games from the ground up.

Haxe

Haxe is a high level, cross-platform programming language that compiles to many other different languages. The targets of most importance to our games are the C (HL/C, see HashLink) target ( via the HashLink VM ) and the Javascript target. Haxe is a strictly typed language that is well suited for large projects and has been used by many companies and individuals to create games and many other kinds of software.

Haxe is the primary language that will be used to write our games' logic and gameplay ( C, C++, and Javascript are also involved in different components. See Runtimes. ).

Kha

@zicklag
zicklag / UiScript.hx
Created March 8, 2019 16:47
UiScript exampel for Armory3D
package arm;
import iron.Scene;
import iron.App;
import iron.system.Time;
import armory.system.Event;
import armory.trait.internal.CanvasScript;
class UiScript extends iron.Trait {