OpaqueMegane's Stars
ytdl-org/youtube-dl
Command-line program to download videos from YouTube.com and other video sites
sebastianstarke/AI4Animation
Bringing Characters to Life with Computer Brains in Unity
TachibanaYoshino/AnimeGANv2
[Open Source]. The improved version of AnimeGAN. Landscape photos/videos to anime
zeldaret/oot
Decompilation of The Legend of Zelda: Ocarina of Time
p-ranav/awesome-hpp
A curated list of awesome header-only C++ libraries
Unity-Technologies/NavMeshComponents
High Level API Components for Runtime NavMesh Building
lovasoa/whitebophir
Online collaborative Whiteboard that is simple, free, easy to use and to deploy
Cysharp/ZString
Zero Allocation StringBuilder for .NET and Unity.
axinc-ai/ailia-models
The collection of pre-trained, state-of-the-art AI models for ailia SDK
Unity-Technologies/DOTS-training-samples
Samples designed as exercises to be ported from Unity GameObjects/MonoBehaviours to Unity DOTS.
Unity-Technologies/com.unity.toonshader
Unity Toon Shader ( an experimental package )
huxingyi/autoremesher
Automatic quad remeshing tool
dbrizov/NaughtyCharacter
Third Person Controller for Unity
fogleman/physarum
Physarum polycephalum slime mold simulation
satorumurmur/bibi
Bibi | EPUB Reader on your website.
cracker0dks/whiteboard
Lightweight collaborative Whiteboard / Sketchboard
laserpilot/Installation_Up_4evr
This is an article with tips about how to keep an installation up forever
radiatoryang/merino
Merino is a narrative design tool that lets you write Yarn scripts inside the Unity Editor
keijiro/NNCam
Virtual background with Unity Barracuda
keijiro/Waifu2xBarracuda
Waifu2x Unity Barracuda implementation
cinight/ShadersForFun
TeamRizu/OutFox
The Bug Reporting Repository for OutFox LTS 0.4, Alpha V and Steam Early Access Builds
penandlim/JL-s-Unity-Blend-Modes
👾 Collection of Unity shaders that support blend modes like photoshop layer style (Darken, Multiply, Linear Burn, etc)
marijnz/unity-autocomplete-search-field
Search field with Autocomplete, a simple Unity Editor UI component.
Aqu-Hub/ShellBasedStroke
brangerbriz/up-4evr-windows-10
Instructions to prep a Windows 10 instance to run an art installation 24/7. Inspired by @laserpilot.
BookPlus2020/doc_shadow_removal
This work aims to remove the shadows exiting in documents, and generate a clear and easy-to-read document.
StudioTechtrics/closestPointOnMesh
Unity code, which enables you to query closest point on 3D mesh. It is quite optimized but can be optimized further. Uses kd-tree with some sort of SAH heuristics. Sadly doesn't splits triangles.
cinight/SilhouetteForConceptArt
ninekorn/sccsvrunity-portefolio-draft-wip
developped on Unity 2017.4.40f1 by steve chassé aka ninekorn. I finished building the first version of this in 2017 and i was using the unity standard first person controller asset instead of inverse kinematics on this suite/serie/portefolio, there was only a first person controller and a voxel planet. Last year i developped more of it and added destroyable voxels, and the voxels creation and destruction is still based on the craig perko 1st youtube minecraft tutorial. This year to this project, i added an IK VR Rig with the unity physics engine and the jitter physics that alexzzzz made available to the community of unity3d by integrating the physics engine jitter and you can find his post here https://forum.unity.com/threads/jitter-physics-engine-vs-built-in-physx.186325/ . Before i coded SCCoreSystems Inverse Kinematics, i had purchased the asset FinalIK inside of Unity3d and you can find a trailer of what i was doing with finalIK here (https://www.youtube.com/watch?v=SvtnJIKC2VY&ab_channel=SteveChass%C3%A9) and it was great but i wanted to learn the basics of Inverse kinematics. So i searched and found on youtube easy basic to learn assets https://www.youtube.com/watch?v=kqbEoa7BGMY&list=PLKlaUriRRX5MssOWHyJZcGf0L__QjtyXQ&ab_channel=ProgramYourFace https://www.youtube.com/watch?v=EQ6UKCftHCE&list=PLKlaUriRRX5MssOWHyJZcGf0L__QjtyXQ&index=8&ab_channel=ProgramYourFace . The problem when i worked in IK inside of SCCoreSystems is that the unity3d Quaternion functions for rotating scene objects weren't available outside of unity3d. I tried to search for tutorials and forum posts explanations on quaternions on how to rotate objects outside of unity3d and i thought i had found what i wanted inside of the delta engine quaternion functions https://github.com/DeltaEngine/DeltaEngine/blob/master/Datatypes/Quaternion.cs. But i really hate using more dll's or references than i have to, although those quaternion functions look great, so i decided to search more and finally found a post on the Unity3d forum from user Aldonaletto that explains how to get directions vectors out of a quaternion inside of unity3d and the same thing worked outside of unity3d. I have been using that Aldonaletto equations to make rotations (https://answers.unity.com/users/11109/aldonaletto.html). I also found at some point that the equations were also on pastebin but i cannot find either of those 2 posts currently but i'm pretty certain i did a copy paste of the direct links to their forum posts somewhere inside of my backup projects (to find later). And of course i couldn't move forward without looking every now and then at Wolfram's circle circle intersection https://mathworld.wolfram.com/Circle-CircleIntersection.html . Thank you for reading me, steve chassé aka ninekorn