Inspired by dannyfritz/commit-message-emoji
See also gitmoji.
| Commit type | Emoji |
|---|---|
| Initial commit | 🎉 :tada: |
| Version tag | 🔖 :bookmark: |
| New feature | ✨ :sparkles: |
| Bugfix | 🐛 :bug: |
| // Code ported from https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | |
| // Note this implementation does not support different block types or block normals | |
| // The original author describes how to do this here: https://0fps.net/2012/07/07/meshing-minecraft-part-2/ | |
| const int CHUNK_SIZE = 32; | |
| // These variables store the location of the chunk in the world, e.g. (0,0,0), (32,0,0), (64,0,0) |
| // based on the math here: | |
| // http://math.stackexchange.com/a/1367732 | |
| // x1,y1 is the center of the first circle, with radius r1 | |
| // x2,y2 is the center of the second ricle, with radius r2 | |
| function intersectTwoCircles(x1,y1,r1, x2,y2,r2) { | |
| var centerdx = x1 - x2; | |
| var centerdy = y1 - y2; | |
| var R = Math.sqrt(centerdx * centerdx + centerdy * centerdy); | |
| if (!(Math.abs(r1 - r2) <= R && R <= r1 + r2)) { // no intersection |
Inspired by dannyfritz/commit-message-emoji
See also gitmoji.
| Commit type | Emoji |
|---|---|
| Initial commit | 🎉 :tada: |
| Version tag | 🔖 :bookmark: |
| New feature | ✨ :sparkles: |
| Bugfix | 🐛 :bug: |
| using System; | |
| using System.Threading; | |
| static class Program { | |
| static void Main() { | |
| Console.Write("Performing some task... "); | |
| using (var progress = new ProgressBar()) { | |
| for (int i = 0; i <= 100; i++) { | |
| progress.Report((double) i / 100); |