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Lesson 1 light, shadow, half tones | |
Form - the deliniation between light and dark; get that right and you can use whatever colors for light/dark | |
Flatness/half tone - light/dark sides are better flat, all the interesting bits and information is in half tone. Don't put so much value details in light/dark! | |
Modeling bright means more contrast, when those contrast competes with light/dark, you lose the appearance of brightness in the light | |
Lighter objects pick up environment color very easily | |
shape matters the most, once you have shape right, value doesn't matter that much | |
if you have value right, color doesn't matter that much |
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Open csv in Excel, save as Unicode Text | |
THEN format into CSV (use vi or something) by converting all tabs to comma | |
DO NOT save as CSV from excel, as this will turn korean characters into ?? | |
Also DO NOT try saving as CSV directly from VS Code, it won't survive conversion to utf8 | |
Make sure csv is indeed using commas as delimiters and not tabs or anything else | |
Convert file to utf8: | |
In powershell: Get-Content .\test.txt | Set-Content -Encoding utf8 test-utf8.txt | |
Add deck or make sure desired deck is selected in Anki, then import file and you're done!! |
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#!/usr/bin/ python | |
''' This script automatically finds PIDs for Unity | |
and suspend those processes whenever Unity is not in focus. | |
This script is meant to stay running and polls window focus every 1 second | |
Written March 1st, 2018 by Omikun, compiled from StackOverflow answers: | |
Identify window under focus: | |
https://superuser.com/questions/734007/how-do-i-tell-which-app-stole-my-focus-in-os-x | |
Get PID by process name |
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//define game | |
win condition: player with most coins | |
player has stats {powers, coins, hearts, mechs, buildings, enlistments} | |
player has x cards, each card with 2 actions {top row action, bottom row action} | |
player move in hex grid | |
player chooses one action card and perform up to two actions | |
nouns: tile, resource, mech, building, coin, power, heart, enlistment | |
verbs: move, build, deploy, upgrade, enlist, |
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using System.IO; | |
using System; | |
//data structure for hex grid | |
class HexLink | |
{ | |
public Hex link = null; | |
public bool river = false; | |
public HexLink(Hex h=null, bool r=false) | |
{ |
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public class Timer { | |
public float StartTime; | |
public float Duration; | |
bool Idle; | |
public Timer(float d) | |
{ | |
Idle = false; | |
Duration = d; | |
StartTime = Time.time; | |
} |
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[ContextMenu("function")] | |
private void myfunction() | |
{ | |
//function can be called by right clicking on component and select function | |
} |
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//http://answers.unity3d.com/questions/353132/smoothdamp-causes-jitters.html | |
body.interpolation = RigidbodyInterpolation.Interpolate; | |
don't parent target to camera that follows it, especially if target or camera is physics driven | |
if target is physics drive, use fixedUpdate on camera |
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//now supports missile acceleration! | |
Vector3 SlowDogCurve() | |
{ | |
min.Clear(); | |
var line = GetComponent<LineRenderer>(); | |
//find desired velocity vector | |
var Vt = target.GetComponent<Rigidbody>().velocity; | |
var Vm0 = rb.velocity; | |
var Pt0 = target.transform.position; | |
var Pm0 = transform.position; |
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//taken from https://github.com/razvanilin/Nebulae/blob/master/Assets/Scripts/CameraMovement.cs | |
using UnityEngine; | |
using System.Collections; | |
public class CameraMovement : MonoBehaviour { | |
public Transform target; | |
public float distance = 2.0f; | |
public float height; |
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