See the official website.
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2D, 3D, game, games, online game, game development, game engine, programming, OpenGL, Open AI, math, graphics, design, graphic, graphics, game development, game engine, programming, web development, web art, web graphic, arts, tutorial, tutorials,
[root@desk mythcat]# sudo dnf install lutris
Last metadata expiration check: 0:06:35 ago on Wed 04 Dec 2019 07:15:23 PM EET.
Dependencies resolved.
======================================================================================
Package Arch Version Repository Size
======================================================================================
Installing:
lutris x86_64 0.5.3-1.fc31 fedora 2.0 M
...
Total download size: 129 M
Installed size: 708 M
Is this ok [y/N]: y
...
llvm-libs-9.0.0-1.fc31.i686 ncurses-libs-6.1-12.20190803.fc31.i686
python3-evdev-1.1.2-4.fc31.x86_64 unixODBC-2.3.7-5.fc31.x86_64
vulkan-loader-1.1.114.0-1.fc31.i686
Complete!
// learning process area step by step
// the gl_FragColor is a vec4 type of float values in the range 0 to 1.
// because the values are from 0 to 1 this can used in many ways with for domain and range
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
// define a vec2 and uv can be divide to create waves
// use this to see the difference
// vec2 valul = vec2(0.01,1.0);
vec2 valul = vec2(0.5,1.0);
// define a vec2 this vector will be the vector of shadow
vec2 unghi_valul = vec2(0.5,1.0);
// this float will speed the animation with iTime
float viteza = 3.0;
// with the dot we can calculate the dot product of two vectors and result can be a shadow
// the result of unghi can be changed when change the vectors and vectors math rules
float unghi = dot(uv/valul, unghi_valul) - iTime * viteza;
// the output can be used with sin to create a shadow wave
// fill the screen with red
fragColor = vec4(1,0,0,0) * sin(unghi);
// fill the 2/3 of size with yellow color
if(uv.x<(1.0/1.5))
fragColor = vec4(1,1,0,0) * sin(unghi);
// fill the last 1/3 with the blue color
if(uv.x<1.0/3.0)
fragColor = vec4(0,0,1,0) * sin(unghi);
}
The result of this source code:void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = fragCoord/iResolution.xy;
// Output to screen
// fill the screen with red
fragColor = vec4(1,0,0,0);
// fill the 2/3 of size with yellow color
if(uv.x<(1.0/1.5))
fragColor = vec4(1,1,0,0);
// fill the last 1/3 with the blue color
if(uv.x<1 .0="" code="" fragcolor="vec4(0,0,1,0);">1>
This is the result of this shader:https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/p5.min.js
You can use it like any JavaScript library.function setup() {
createCanvas(window.innerWidth, window.innerHeight);
}
function draw() {
ellipse(50, 50, 80, 80);
}
Then you can fill these functions with any javascript code.[root@desk my_bash_scripts]# dnf install steam -y
Last metadata expiration check: 0:20:14 ago on Sun 10 Nov 2019 07:29:46 PM EET.
Dependencies resolved.
...
pcre-8.43-2.fc31.1.i686
pixman-0.38.4-1.fc31.i686
pulseaudio-libs-13.0-1.fc31.i686
rest-0.8.1-6.fc31.i686
systemd-libs-243-4.gitef67743.fc31.i686
xz-libs-5.2.4-6.fc31.i686
Complete!
Then you can run it with this command:
[mythcat@desk ~]$ steam
Running Steam on fedora 31 64-bit
STEAM_RUNTIME is enabled automatically
Pins potentially out-of-date, rebuilding...
...
Initializing engine controller
Post-initializing framework
-------------------------------------------------------------------------------
Connected to server (registration)
Disconnecting from server
Disconnected from server
Connected to server (game)
Preparing engine controller for exit
Disconnecting from server
-------------------------------------------------------------------------------
Game removed: AppID 488440 "", ProcID 152924
Uploaded AppInterfaceStats to Steam
Exiting app 488440
No cached sticky mapping in ActivateActionSet.
I tested with the game Angeldust, but you can run any game.VGA compatible controller: NVIDIA Corporation GT218 [GeForce 210] (rev a2)
This is the output:[root@desk mythcat]# dnf install flatpak.x86_64
Last metadata expiration check: 0:27:27 ago on Fri 01 Nov 2019 11:27:47 PM EET.
Dependencies resolved.
...
Installed:
flatpak-1.4.3-1.fc30.x86_64
p11-kit-server-0.23.16.1-1.fc30.x86_64
xdg-desktop-portal-1.4.2-1.fc30.x86_64
xdg-desktop-portal-gtk-1.4.0-1.fc30.x86_64
flatpak-selinux-1.4.3-1.fc30.x86_64
flatpak-session-helper-1.4.3-1.fc30.x86_64
ostree-libs-2019.4-3.fc30.x86_64
Complete!
The install and run of last GIMP software is easy, see commands:
[mythcat@desk ~]$ flatpak install https://flathub.org/repo/appstream/org.gimp.GIMP.flatpakref
Note that the directories
'/var/lib/flatpak/exports/share'
'/home/mythcat/.local/share/flatpak/exports/share'
are not in the search path set by the XDG_DATA_DIRS environment variable, so applications installed by
Flatpak may not appear on your desktop until the session is restarted.
Required runtime for org.gimp.GIMP/x86_64/stable (runtime/org.gnome.Platform/x86_64/3.32) found in remote
flathub
Do you want to install it? [Y/n]: Y
org.gimp.GIMP permissions:
ipc network x11 file access [1]
dbus access [2] tags [3]
[1] /tmp, host, xdg-config/GIMP, xdg-config/gtk-3.0
[2] org.freedesktop.FileManager1, org.gtk.vfs, org.gtk.vfs.*
[3] stable
ID Arch Branch Remote Download
ID Arch Branch Remote Download
1. [✓] org.gnome.Platform x86_64 3.32 flathub 360.0 MB / 374.0 MB
2. [✓] org.gnome.Platform.Locale x86_64 3.32 flathub 17.4 kB / 320.0 MB
3. [✓] org.freedesktop.Platform.VAAPI.Intel x86_64 18.08 flathub 1.8 MB / 1.8 MB
4. [✓] org.freedesktop.Platform.html5-codecs x86_64 18.08 flathub 3.2 MB / 3.3 MB
5. [✓] org.gimp.GIMP x86_64 stable flathub 106.5 MB / 108.9 MB
Installation complete.
[mythcat@desk ~]$ flatpak update
Note that the directories
'/var/lib/flatpak/exports/share'
'/home/mythcat/.local/share/flatpak/exports/share'
are not in the search path set by the XDG_DATA_DIRS environment variable, so
applications installed by Flatpak may not appear on your desktop until the session is restarted.
Looking for updates…
Nothing to do.
[mythcat@desk ~]$ flatpak run org.gimp.GIMP//stable
Note that the directories
'/var/lib/flatpak/exports/share'
'/home/mythcat/.local/share/flatpak/exports/share'
are not in the search path set by the XDG_DATA_DIRS environment variable, so
applications installed by Flatpak may not appear on your desktop until the session is restarted.
GIMP-Error: Skipping '/home/mythcat/.var/app/org.gimp.GIMP/config/GIMP/2.10/pluginrc
wrong GIMP protocol version.
...
GPU | CUDA cores | Memory | Processor frequency |
---|---|---|---|
GeForce GTX TITAN Z | 5760 | 12 GB | 705 / 876 |
NVIDIA TITAN Xp | 3840 | 12 GB | 1582 |
GeForce GTX 1080 Ti | 3584 | 11 GB | 1582 |
GeForce GTX TITAN X | 3072 | 12 GB | 1000 / 1075 |
GeForce GTX 690 | 3072 | 4 GB | 915 / 1019 |
GeForce GTX TITAN Black | 2880 | 6 GB | 889 / 980 |
GeForce GTX 780 Ti | 2880 | 3 GB | 875 / 928 |
GeForce GTX 980 Ti | 2816 | 6 GB | 1000 / 1075 |
GeForce GTX TITAN | 2688 | 6 GB | 837 / 876 |
GeForce GTX 1080 | 2560 | 8 GB | 1607 / 1733 |
GeForce GTX 780 | 2304 | 3 GB | 863 / 900 |
GeForce GTX 980 | 2048 | 4 GB | 1126 / 1216 |
GeForce GTX 1070 | 1920 | 8 GB | 1506 / 1683 |
GeForce GTX 970 | 1664 | 4 GB | 1050 / 1178 |
GeForce GTX 770 | 1536 | 2 GB | 1046 / 1085 |
GeForce GTX 680 | 1536 | 2 GB | 1006 / 1058 |
GeForce GTX 760 Ti (OEM) | 1344 | 2 GB | 960 |
GeForce GTX 670 | 1344 | 2 GB | 915 / 980 |
GeForce GTX 660 Ti | 1344 | 2 GB | 915 / 980 |
GeForce GTX 1060 (6GB) | 1280 | 6 GB | 1506 / 1708 |
GeForce GTX 960 (OEM) | 1280 | 3 GB | 924 / 980 |
GeForce GTX 760 192-bit(OEM) | 1152 | 1.5 GB / 3 GB | 980 / 1033 |
GeForce GTX 760 | 1152 | 2 GB | 980 / 1033 |
GeForce GTX 1060 (3GB) | 1152 | 3 GB | 1506 / 1708 |
GeForce GTX 660 (OEM) | 1152 | 1.5 GB / 3 GB | 823 / 888 |
GeForce GTX 960 | 1024 | 2 GB | 1127 / 1178 |
GeForce GTX 950 (OEM) | 1024 | 2 GB | 935 / 980 |
GeForce GTX 590 | 1024 | 3 GB | 630 |
GeForce GTX 660 | 960 | 2 GB | 980 / 1033 |
GeForce GTX 1050 Ti | 768 | 4 GB | 1290 / 1392 |
GeForce GTX 950 | 768 | 2 GB | 1024 / 1188 |
GeForce GTX 650 Ti BOOST | 768 | 2 GB | 980 / 1033 |
GeForce GTX 650 Ti | 768 | Wikipedia1 GB | 928 |
GeForce GTX 1050 | 640 | 2 GB | 1354 / 1455 |
GeForce GTX 750 Ti | 640 | 2 GB | 1020 / 1075 |
GeForce GTX 645 (OEM) | 576 | 1 GB | 823 |
GeForce GTX 750 | 512 | 1 GB | 1020 / 1085 |
GeForce GTX 580 | 512 | 1536 MB | |
GeForce GTX 480 | 480 | 1536 MB | |
GeForce GTX 570 | 480 | 1280 MB | |
GeForce GTX 295 | 480 | 1792 MB | |
GeForce GTX 470 | 448 | 1280 MB | |
GeForce GTX 745 (OEM) | 384 | 4 GB | |
GeForce GT 740 | 384 | 1 GB / 2 GB | |
GeForce GT 730 | 96-384 | 1 GB / 2 GB | 700 / 902 |
GeForce GT 635 (OEM) | 384 | 2 GB | |
GeForce GTX 650 | 384 | 1 GB | |
GeForce GTX 560 Ti | 384 | 1 GB | |
GeForce GTX 560 (OEM) | 384 | 1280 MB / 2560 MB | |
GeForce GT 640 | 384 | 2 GB | |
GeForce GTX 465 | 352 | 1 GB | |
GeForce GTX 560 Ti (OEM) | 352 | 1280 GB / 2560 GB | |
GeForce GTX 460 | 336 | 1 GB | |
GeForce GTX 560 | 336 | 1 GB | |
GeForce GTX 460 SE | 288 | 1 GB | |
GeForce GTX 555 (OEM) | 288 | 1 GB | |
GeForce GTX 285 for Mac | 240 | Wikipedia1 GB | |
GeForce GTX 285 | 240 | 1 GB | |
GeForce GTX 280 | 240 | 1 GB | |
GeForce GT 720 | 192 | 1 GB / 2 GB | |
GeForce GT 710 | 192 | 2 GB | 954 |
GeForce GTS 450 | 192 | 1 GB | |
GeForce GTX 550 Ti | 192 | 1 GB | |
GeForce GT 630 (OEM) | 192 | 1 GB / 2 GB | |
GeForce GT 640 (OEM) | 144 / 384 | 1 GB / 2 GB | |
GeForce GT 545 GDDR5 (OEM) | 144 | 1 GB | |
GeForce GT 545 DDR3 | 144 | 1.5 GB / 3 GB | |
GeForce GTS 250 | 128 | 1 GB | |
GeForce GTS 150 | 128 | 1 GB | |
GeForce GTS 240 (OEM Product) | 112 | 1 GB | |
GeForce GT 630 | 96 | 1 GB | 700~902 |
GeForce GT 620 | 96 | 1 GB | 700 |
GeForce GT 440 | 96 | 1 GB | 810 |
GeForce GT 430 | 96 | 1 GB | 700 |
GeForce GT 530 (OEM) | 96 | 1 GB / 2GB | |
GeForce GT 340 (OEM) | 96 | 1 GB | |
GeForce GT 330 (OEM) | 96-112 | 1 GB / 2GB | |
GeForce GT 240 | 96 | 1GB | |
GeForce GT 320 (OEM Product) | 72 | 1 GB | |
GeForce GT 705 (OEM) | 48 | 1 GB | |
GeForce GT 620 (OEM) | 48 | 1 GB | |
GeForce GT 610 | 48 | 1 GB | |
GeForce GT 520 (OEM) | 48 | 1 GB / 2 GB | |
GeForce GT 520 | 48 | 1 GB | |
GeForce GT 220 | 48 | 1 GB | |
GeForce 605 (OEM) | 48 | 1 GB | |
GeForce 510 (OEM) | 48 | 1 GB / 2 GB | |
GeForce 405 (OEM) | 16 | 1 GB | |
GeForce 310 (OEM) | 16 | 1 GB |
Cinema 4D – Import 3D models directly from Sketchfab from Sketchfab on Vimeo.
Social site | Image size |
---|---|
1500px x 500px | |
820px x 312px | |
222px x 150px (Board Cover image) | |
1584px x 396px (Background or Cover image) | |
1536px x 768px (Business Cover image) | |
YouTube | Display varies by device; 2560px x 1440px on desktop |
Tumblr | 3000px x 1055px |
Medium | 1500px x 750px |
Social site | Image size |
---|---|
Twitter profile picture size | 400px x 400px |
Facebook profile picture size | 800px x 800px (recommended) 170px x 170px (display size) |
Instagram profile picture size | 110px x 110px (min.) |
Pinterest profile picture size | 165px X 165px |
LinkedIn profile picture size | 400px x 400px |
YouTube profile picture size | 800px x 800px** |
Medium profile picture size | 60px x 60px (publication avatar) 72px x 600px (max.) (logo image) |
Tumblr profile picture size | 128px x 128px |
Social site | Image size |
---|---|
900px x 450px | |
1200px x 630px | |
1080px x 1080px | |
236px x scaled height (Expanded Pin) | |
1200px x 628px (Personal Profile) | |
1200px x 1200px (Company Page) | |
YouTube | 16:9 aspect ratio (Video); to qualify for HD: 3840px x 2160px |
Medium | 1000px wide by any height |
Tumblr | 540px x 810px |
Social site | Image size |
---|---|
800px x 320px | |
1200px x 630px | |
110px x 110px (Photo Thumbnails) | |
735px x 1102px (Pin Preview); 600px x 600px (Board Display) | |
180px x 110px | |
YouTube | 1280px x 720px (Custom Video Thumbnail) |
Medium | Will pull story header or profile image |
from krita import *
from krita import Krita
print(dir(krita))
print(help(Krita))
d = Krita.instance().createDocument(512, 512, "Python test document", "RGBA", "U8", "", 120.0)
Krita.instance().activeWindow().addView(d)
print(dir(d))
print(Krita.instance().filters())
node_name = 'Background'
node = d.nodeByName(node_name)
print(node.name())
print(dir(node))
d_n = node.duplicate()
print(dir(d_n))
d_n.setName("new Layer duplicate")
print(d_n.name())
root_node = d.rootNode()
print(help(root_node.addChildNode))
root_node.addChildNode(d_n, node)
Operating System:Windows 7 or Higher, OSX 10.11, Linux
RAM: Recommended 2GB or higher
Optional GPU:OpenGL 1.3 or higher
Graphics Tablet Supported: Wacom, Huion, Yiyinova, Surface Pro
All Download Versions
This is a shot video from GDquest youtube channel with the news about the version of the Krita: software.https://cdnjs.cloudflare.com/ajax/libs/Blotter/0.1.0/blotter.min.js
https://cdnjs.cloudflare.com/ajax/libs/Blotter/0.1.0/materials/channelSplitMaterial.min.js
If you want a distortion effect you need to use this:
https://cdnjs.cloudflare.com/ajax/libs/Blotter/0.1.0/materials/channelSplitMaterial.min.js
The javascript takes the div tag and used it:
//
let text = new Blotter.Text("28:08:2019", {
family : "sans-serif",
size : 128,
fill : "#000"
});
let material = new Blotter.ChannelSplitMaterial();
material.uniforms.uOffset.value = 0.05;
material.uniforms.uAnimateNoise.value = 1;
let blotter = new Blotter(material, {
texts : text
});
let el = document.getElementById("blotter-channels");
let scope = blotter.forText(text);
scope.appendTo(el);
The result is this:
https://cdnjs.cloudflare.com/ajax/libs/animejs/2.2.0/anime.min.js
You can add the SVG source code with the path and then this will be parsed by javascript script..anim path {
stroke-width: 3;
}
Then use the source code from my example.heart curve
shader_type canvas_item;
// Gonkee's water shader for Godot 3 - full tutorial https://youtu.be/uhMAHpV_cDg
// If you use this shader, I would prefer if you gave credit to me and my channel
uniform vec4 blue_tint : hint_color;
uniform vec2 sprite_scale;
uniform float scale_x = 0.67;
float rand(vec2 coord){
return fract(sin(dot(coord, vec2(12.9898, 78.233)))* 43758.5453123);
}
float noise(vec2 coord){
vec2 i = floor(coord);
vec2 f = fract(coord);
// 4 corners of a rectangle surrounding our point
float a = rand(i);
float b = rand(i + vec2(1.0, 0.0));
float c = rand(i + vec2(0.0, 1.0));
float d = rand(i + vec2(1.0, 1.0));
vec2 cubic = f * f * (3.0 - 2.0 * f);
return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;
}
void fragment(){
vec2 noisecoord1 = UV * sprite_scale * scale_x;
vec2 noisecoord2 = UV * sprite_scale * scale_x + 4.0;
vec2 motion1 = vec2(TIME * 0.3, TIME * -0.4);
vec2 motion2 = vec2(TIME * 0.1, TIME * 0.5);
vec2 distort1 = vec2(noise(noisecoord1 + motion1), noise(noisecoord2 + motion1)) - vec2(0.5);
vec2 distort2 = vec2(noise(noisecoord1 + motion2), noise(noisecoord2 + motion2)) - vec2(0.5);
vec2 distort_sum = (distort1 + distort2) / 60.0;
vec4 color = textureLod(SCREEN_TEXTURE, SCREEN_UV + distort_sum, 0.0);
color = mix(color, blue_tint, 0.3);
color.rgb = mix(vec3(0.5), color.rgb, 1.4);
float near_top = (UV.y + distort_sum.y) / (0.2 / sprite_scale.y);
near_top = clamp(near_top, 0.0, 1.0);
near_top = 1.0 - near_top;
color = mix(color, vec4(1.0), near_top);
float edge_lower = 0.6;
float edge_upper = edge_lower + 0.1;
if(near_top > edge_lower){
color.a = 0.0;
if(near_top < edge_upper){
color.a = (edge_upper - near_top) / (edge_upper - edge_lower);
}
}
COLOR = color;
}
// define iTime like Shader Inputs
#define time iTime
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// Normalized pixel coordinates (from 0 to 1)
// vec2 uv = fragCoord/iResolution.xy;
// create center of position of flame by xy and sized
vec2 pos = ( fragCoord.xy / iResolution.xy )*2.0-vec2(1.,1.);
// create flame variation
if(pos.y>-3.0){
// variation by time and set up to -3.0
// the 0.1 and 30 parameters create the variation of flame
// with ths sin and fract functions
pos.y += 0.1*fract(sin(30.0*time));
}
// select background to black
vec3 color = vec3(0.0,0.0,0.0);
// set scale of flame
float p =.001;
// create shape of flame (output y)
float y = pow(abs(pos.x),3.0)/(1.0*p)*1.0;
// create the hight of flame
float flame_out = length(pos+vec2(pos.x,y))*sin(0.9);
// fix colors flame by RGB
if(flame_out < 0.9){
// color for RG (red green)
color.rg += smoothstep(0.0,0.3,0.6-flame_out);
// fix color of flame by G (green)
color.g /=2.4;
}
color += pow(color.r,1.0);
// output color
fragColor = vec4(color,1.0);
}
The result can be found here.