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Dominik Madarász zpl-zak

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int SetRequirePath(lua_State* L, std::string path) {
path = wi::helper::GetCurrentPath() + path;
lua_getglobal(L, "package");
lua_getfield(L, -1, "path"); // get field "path" from table at top of stack (-1)
std::string cur_path = lua_tostring(L, -1); // grab path string from top of stack
cur_path.append(";"); // do your path magic here
cur_path.append(path + ".lua");
lua_pop(L, 1); // get rid of the string on the stack we just pushed
lua_pushstring(L, cur_path.c_str()); // push the new one
- [ ] Editor: scene tree, property editor, gizmo v2. <!-- node == gameobj -->
- [ ] Editor.Core: load/save, undo/redo✱, copy/paste, on/off (vis,tick,ddraw,log), VCS. <!-- toggles on/off (billboards✱, materials, un/lit, cast shadows, wireframe, skybox✱/mie✱, fog/atmosphere, collide✱, physics).-->
- [ ] Material v2: colors, textures, matcaps, videos, shadertoys. Shadertoys as post-fx. <!-- material: fixed color, texture or script that returns colors. may be static (disk, procedural script) or change every frame (shadertoys, videos) -->
- [ ] Lighting: hard/soft shadow mapping, spotlights (VSM), omnilights (VSMCube), CSM and baked lightmaps (xatlas). Refl probes.
- [ ] Scene: scenegraph, toggleviews (billboards, materials, un/lit, cast shadows, wireframe, skybox/mie, collide, physics).
- [ ] Editor.Basic: volumes, triggers, platforms, level streaming.
- [ ] Editor.Debug: object singleton display, object console, object labels, object outlines.
- [ ] Editor.Network: server + sharded db + offline rendering + virtu
- [ ] glslcc + shader variants compilation
- [ ] LOD/imposter support
- [ ] scene v2
- [ ] particle system
- [ ] collision fw improvements + (room for cols resolution maybe?)
- [ ] GUI fw improvements - new controls, improved positioning etc
- [ ] editor
- [ ] 3d audio support
- [ ] physics wrapper API design
- [ ] lua auto-bindings used within script vm
#!/usr/bin/env bash
# needs inotify-tools package
# usage: imon "<file>" "<command>"
FILES="$1"
CMD="${@:2}"
while true; do
inotifywait -q -r -e modify,create,delete,move --include "$FILES" .
echo "Folder change detected. Running command..."
#!/bin/sh
set -e
echo 0 > /sys/class/backlight/rpi_backlight/brightness
@zpl-zak
zpl-zak / stats-screen.sh
Last active January 12, 2023 16:30
Raspberry pi: display on/off based on stats server availability
#!/bin/sh
set -e
#xhost +
export DISPLAY=:0
xset s 0
if nc -z -w 30 192.168.0.216 80 > /dev/null; then
echo "Server is ONLINE!"
{
"Version": "12.4.1",
"DestinationType": "TextUploader",
"RequestMethod": "POST",
"RequestURL": "https://paste.zakto.pw/api/v2/paste",
"Headers": {
"Authorization": "Bearer <API-KEY>"
},
"Body": "JSON",
"Data": "{\"title\":\"$filename$\",\"content\":\"$input$\"}",
# Find vcpkg on our system
find_file(
VCPKG_SCRIPT
vcpkg.cmake
PATHS
${VCPKG_ROOT}
ENV "VCPKG_ROOT"
"~/Libraries/vcpkg"
"~/vcpkg"
@zpl-zak
zpl-zak / MSCHelper.ahk
Last active August 14, 2019 22:12
I made this script primarily due to my handicap limitations. It helps me experience the game without pain or difficulties. It doesn't make the game anyhow easier.
; My Summer Car helper script
; Author: ZaKlaus
; Date: 8/14/2019 11:29:13 PM
; Desc: I made this script primarily due to my handicap limitations. It helps me
; experience the game without pain or difficulties. It doesn't make the game anyhow easier.
#NoEnv
SendMode Input
SetWorkingDir %A_ScriptDir%
#SingleInstance Force
#InstallKeybdHook
#define MULTILINE_STRING(...) #__VA_ARGS__
const char* vertexSrc2D = MULTILINE_STRING(#version 150\n
in vec2 position; // GL3_ATTRIB_POSITION
in vec2 texCoord; // GL3_ATTRIB_TEXCOORD
// for UBO shared between 2D shaders
layout (std140) uniform uni2D
{