LUNAR from Christian Stangl on Vimeo.
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LUNAR from Christian Stangl on Vimeo.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Roy or Leeroy? Love this cups, the amount of ☕️ has doubled. This week is my first at Leeroy as a Front-end developer. (på/i Sundsvall, Sweden)
The iBrain is here — and it’s already inside your phone.
It's Not a question about If, but a question about "when" Siri is helping us with controlling our houses and cars
Pixel-perfect specular lighting in unity
Here’s how I do the lightning and pixel-art textures for MegaSphere.
I assume you have a general idea of how unity and photoshop work. If not, its pretty easy to figure out, let’s go!
First, create your object base texture
In photoshop, start new document and create your object.
I suggest to go with a sprite sheet right away for your objects, instead of putting objects into separate files. Less files means less hassle with file import settings, maps, materials, performance optimisations. Make it pretty big (I start at 256x256 pixels), and you can adjust it later.
This is the base texture of our future object. I use a slightly modified metal barrel from MegaSphere as an example. I used restricted palette here, with some shading, but how your sprites will look is up to you. I feel some shading and depth in texture map itself add to the look of sprites in game.
I assume you already started a 2D project. Save your main texture PSD into your unity project. Find or create “Assets” folder, save it there or start organising like a grown-up and create a ‘Sprites/Objects’ folder.
In a new separate file, create the depth map for your object
This file is the data that tells the shader how to light your sprite.
Create a new document with exact same size as base texture file (don’t forget to resize it too, if base texture changes).
To make a depth map you need to think about your object in 3d. Pixels that are further from the ‘viewer’ are darker. Those closer to ‘viewer’ are brighter. There’s no color, just grayscale and transparency. Here’s how my barrel depth map looks:
Barrel is a cylinder so middle is closer, sides are further. Basically a horizontal gradient: black to white to black. I added 1px horizontal ridges, mirroring those in texture itself. The triangle window would be the insides, so its black.
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"When I write code that deals with external services, I find it valuable to separate that access code into separate objects."

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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The Internet’s favourite C++ error message based competition is back and more explosiony than ever! The challenge Write a piece of C++ code and try to reach the largest possible error message. Categories There are three categories in the competition. The first is oneshot, where the...
Great blog post about how you can start contributing to Rails.
New York Times - Tabbing reveals accessibility options.
"When you question the use of JavaScript for everything, you automatically hate on the “modern web”."
Changes changes...

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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The personal website of Parker Moore.
Skyrim in a nutshell
The one thing that always frustrated me about the Drobo FS was the constant hum of the fan. It’s not excessively loud and if it spun down with the drives or you kept it in another room it wouldn’t be a problem but it’s certainly audible and because I keep mine under the TV in the lounge, it can…
The one thing that always frustrated me about the Drobo FS was the constant hum of the fan. It’s not excessively loud and if it spun down with the drives or you kept it in another room it wouldn’t be a problem but it’s certainly audible and because I keep mine under the TV in the lounge, it can...
The Starbucks Reserve Roastery and Tasting Room: "Willy Wonka of coffee"

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Discovery Channel The Science of Interstellar
Wanderers - a short film by Erik Wernquist