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three-arena's Introduction

Jekyll Now

Jekyll is a static site generator that's perfect for GitHub hosted blogs (Jekyll Repository)

Jekyll Now makes it easier to create your Jekyll blog, by eliminating a lot of the up front setup.

  • You don't need to touch the command line
  • You don't need to install/configure ruby, rvm/rbenv, ruby gems ☺️
  • You don't need to install runtime dependancies like markdown processors, Pygments, etc
  • If you're on Windows, this will make setting up Jekyll a lot easier
  • It's easy to try out, you can just delete your forked repository if you don't like it

In a few minutes you'll be set up with a minimal, responsive blog like the one below giving you more time to spend on writing epic blog posts!

Jekyll Now Theme Screenshot

Quick Start

Step 1) Fork Jekyll Now to your User Repository

Fork this repo, then rename the repository to yourgithubusername.github.io.

Your Jekyll blog will often be viewable immediately at http://yourgithubusername.github.io (if it's not, you can often force it to build by completing step 2)

Step 1

Step 2) Customize and view your site

Enter your site name, description, avatar and many other options by editing the _config.yml file. You can easily turn on Google Analytics tracking, Disqus commenting and social icons here too.

Making a change to _config.yml (or any file in your repository) will force GitHub Pages to rebuild your site with jekyll. Your rebuilt site will be viewable a few seconds later at http://yourgithubusername.github.io - if not, give it ten minutes as GitHub suggests and it'll appear soon

There are 3 different ways that you can make changes to your blog's files:

  1. Edit files within your new username.github.io repository in the browser at GitHub.com (shown below).
  2. Use a third party GitHub content editor, like Prose by Development Seed. It's optimized for use with Jekyll making markdown editing, writing drafts, and uploading images really easy.
  3. Clone down your repository and make updates locally, then push them to your GitHub repository.

_config.yml

Step 3) Publish your first blog post

Edit /_posts/2014-3-3-Hello-World.md to publish your first blog post. This Markdown Cheatsheet might come in handy.

First Post

You can add additional posts in the browser on GitHub.com too! Just hit the + icon in /_posts/ to create new content. Just make sure to include the front-matter block at the top of each new blog post and make sure the post's filename is in this format: year-month-day-title.md

Local Development

  1. Install Jekyll and plug-ins in one fell swoop. gem install github-pages This mirrors the plug-ins used by GitHub Pages on your local machine including Jekyll, Sass, etc.
  2. Clone down your fork git clone [email protected]:yourusername/yourusername.github.io.git
  3. Serve the site and watch for markup/sass changes jekyll serve
  4. View your website at http://0.0.0.0:4000
  5. Commit any changes and push everything to the master branch of your GitHub user repository. GitHub Pages will then rebuild and serve your website.

Moar!

I've created a more detailed walkthrough, Build A Blog With Jekyll And GitHub Pages over at the Smashing Magazine website. Check it out if you'd like a more detailed walkthrough and some background on Jekyll. 🤘

It covers:

  • A more detailed walkthrough of setting up your Jekyll blog
  • Common issues that you might encounter while using Jekyll
  • Importing from Wordpress, using your own domain name, and blogging in your favorite editor
  • Theming in Jekyll, with Liquid templating examples
  • A quick look at Jekyll 2.0’s new features, including Sass/Coffeescript support and Collections

Jekyll Now Features

✓ Command-line free fork-first workflow, using GitHub.com to create, customize and post to your blog
✓ Fully responsive and mobile optimized base theme (Theme Demo)
✓ Sass/Coffeescript support using Jekyll 2.0
✓ Free hosting on your GitHub Pages user site
✓ Markdown blogging
✓ Syntax highlighting
✓ Disqus commenting
✓ Google Analytics integration
✓ SVG social icons for your footer
✓ 3 http requests, including your avatar

✘ No installing dependancies
✘ No need to set up local development
✘ No configuring plugins
✘ No need to spend time on theming
✘ More time to code other things ... wait ✓!

Questions?

Open an Issue and let's chat!

Other forkable themes

You can use the Quick Start workflow with other themes that are set up to be forked too! Here are some of my favorites:

Credits

Contributing

Issues and Pull Requests are greatly appreciated. If you've never contributed to an open source project before I'm more than happy to walk you through how to create a pull request.

You can start by opening an issue describing the problem that you're looking to resolve and we'll go from there.

I want to keep Jekyll Now as minimal as possible. Every line of code should be one that's useful to 90% of the people using it. Please bear that in mind when submitting feature requests. If it's not something that most people will use, it probably won't get merged. 💂‍♂️

three-arena's People

Contributors

vincent avatar

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three-arena's Issues

Characters life flow

  • life and mana properties
  • life and mana bars
  • character.hit({ lifeDamage, manaDamage })

Shake hands?

Hey vincent

I happened to get some good amount of spare time! Hear me out what I'd love to do with it:

I have that project http://lizkats.com going on and I would love to use recast/navigation with it. I'd use it on the server side though, yet together with three.js. Since you have that planned for the future it would be great if we could somewhat work together!
How exactly? I want your library implemented, and you want the code I implement it with. If we sit together we can discuss and work on how that server side implementation should look and work like. I'll have it seperated from my code and then you can use that code to publish it with your library once it's up and running!
So you get from this: a) (part) of the code for the server side and b) an example/reference of someone successfully using your server side port!

The downside: I'm the only coder on my side, and I probably won't be able to spend more than ~10h/week on it.

What do you think? Would you work together with me?

(Ofc it might be that after some research we figure webworker-threads to be the most optimal solution and just require all that toolchain-stuff from the users. Fine with me too, we'd see :) )

Loading feedback

Add a "huuuge amount of things to download if it's your first time here" message

Hack the cacheonly requirejs plugin, to maintain an amount of things to download

Collider box zones

Check intersection zone in ColliderBox

  • height => head, chest, legs
  • in the middle height third: width => arms, heart

Very impressive

I just showed your project there to some folks on #three.js IRC. We're all very impressed :) Keep up the good work!

It lags for everyone so in the multiplayer version you'd probably have to use a second node process, or maybe even communicate with a running C++ instance directly. But if you could have that pathfinding on a second core and the game on another this might become very well the future for node.js games! (I'd definitely use it myself, that's for sure ^^)

So, again, great work, I hope this project will be continued!

npm run recast failed

slt vincent,

j'ai du mal à lancer :

npm run recast

ça me claque une erreur :

./build.sh: line 71: /Users/vincent/Workspace/emscripten/emcc: No such file or directory

à mon humble avis dans la doc d'intallation il faudrais aussi pensé a expliqué comment installer recast etc.

pis dans recastnavigation/emiscriptten/build.sh peut être definir CC dans un promt ou autre

Quand j'essaye je lancer un exemple ça me claque des erreurs avec worker.postMessage et je pense que c'est lié au fais que recast ne tourne pas.

Editor mode

same scene, switch controls ?

use game.delta * modifier to forward / rewind ?

Some open questions

Hello vincent

I'm currently scanning through your code and there are a few things I don't quite understand yet. Would you mind answering them?

You use .obj for generating your terrain. What else is supported? There's a method initWithFileContent, what type of file content should/can that be?

In lib/index.js you create a new PathFinding instance with new PathFinding(this) however I see no constructor argument in pathfinding/index.js. Did I miss something? ^^

I hadn't had the opportunity yet to thoroughly scan through your code so forgive if a question seems "stupid". I might play around with your code on the weekend though - really looking forward to it 👍

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