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@felixjones
felixjones / pmx21.md
Last active May 2, 2024 20:23
PMX (Polygon Model eXtended) 2.0, 2.1 File Format Specifications

PMX (Polygon Model eXtended) 2.1

This is an English description of the .PMX file format used in Miku Miku Dance (MMD).

PMX is the successor to the .PMD format (Polygon Model Data).

This is work-in-progress! Please leave feedback in the comments.

Todo

@davidfowl
davidfowl / dotnetlayout.md
Last active April 26, 2024 13:37
.NET project structure
$/
  artifacts/
  build/
  docs/
  lib/
  packages/
  samples/
  src/
 tests/
@gubatron
gubatron / compiling_building_c_cpp_notes.md
Last active April 18, 2024 07:58
Things to remember when compiling and linking C/C++ programs

Things to remember when compiling/linking C/C++ software

by Angel Leon. March 17, 2015;

Last update on December 14, 2023

Updated on February 27, 2023

Updated August 29, 2019.

@bkaradzic
bkaradzic / why_i_think_immediate_mode_gui_is_way_to_go_for_gamedev_tools.md
Last active April 5, 2024 05:40
Why I think Immediate Mode GUI is way to go for GameDev tools

Why I think Immediate Mode GUI is way to go for GameDev tools

Prerequisites

Before you continue, if you don't know what IMGUI is don't bother reading this post, just ignore it, don't write anything in comments section, etc. If you're curious about IMGUI see bottom of this post, otherwise continue whatever you were doing, this post it's not for you. Thanks!

If you know what IMGUI is, for context read following presentations and blog posts:

  • Insomniac’s Web Tools Postmortem
@a3geek
a3geek / PoissonDiskSampling.cs
Last active February 28, 2024 07:37
Fast Poisson Disk Sampling for Unity.
using System.Collections.Generic;
using UnityEngine;
namespace Gists
{
// The algorithm is from the "Fast Poisson Disk Sampling in Arbitrary Dimensions" paper by Robert Bridson.
// https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph07-poissondisk.pdf
public static class FastPoissonDiskSampling
{
@benblo
benblo / EditorCoroutine.cs
Created April 15, 2014 13:26
EditorCoroutine: coroutines for Unity editor operations. Usage: EditorCoroutine.start(myIEnumerator)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Swing.Editor
{
public class EditorCoroutine
@masa795
masa795 / UnityTextures.cs
Created June 17, 2013 14:12
Unityが持っているアイコンを表示する。 Unityのバージョンによってはパスが使えなくなるかもしれないので使用時は注意。
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
//Unity 4.1.5
public class UnityTextures : EditorWindow
{
#include <android/log.h>
class androidbuf: public std::streambuf {
public:
enum { bufsize = 128 }; // ... or some other suitable buffer size
androidbuf() { this->setp(buffer, buffer + bufsize - 1); }
private:
int overflow(int c) {
if (c == traits_type::eof()) {
*this->pptr() = traits_type::to_char_type(c);
$OutputEncoding = New-Object -typename System.Text.UTF8Encoding
[Console]::OutputEncoding = New-Object -typename System.Text.UTF8Encoding
@StephenHodgson
StephenHodgson / CustomAssetInspector.cs
Last active February 27, 2023 19:54
Unity custom inspector window to render markdown language as text asset.
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DefaultAsset))]
public class CustomAssetInspector : Editor
{
public override void OnInspectorGUI()
{