Help:Sandbox
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| <-- lawl a broom |
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| Glossary entry for Sandbox: |
| An area for experimentation and testing within a wiki. |
[edit] TOC
Contents |
To the right you see the table of contents. This way, you can start reading the content of the page right away, no need to scroll past the TOC. And the normal TOC wastes so much white space to the right of it, why not conserve it? Ah, well, maybe it's not for every page, but that's why it's a template; it's optional. As with anything I add, it's just a suggestion and I'm not offended if it's totally rejected and deleted! I use it on my own wiki, and just thought I'd share the idea. :) Ricket 23:07, 1 March 2008 (EST)
- You can actually do this in as the general TOC. Making it floating does induce a bit of problems with larger images, but this is easily fixed up by manually locating the TOC (__TOC__ I believe it is) or re-arranging the content. You can see an example live at my wiki. I do agree, it is a much better way to go. But if we do have something like that, it should be the page standard instead of having to define it on a per-page basis. --Spodi 12:28, 2 March 2008 (EST)
[edit] Blacklist test
Testing blacklist
TEST1 TEST2 TEST3 TEST4 TEST5 TEST6 TEST7 TEST8 TEST9 TEST10 TEST11 TEST12 TEST13 TEST14 TEST15
[edit] Hello World
==IN USE PLEASE DONT DELETE THIS RIGHT NOW== THANKS
ok
[edit] Section
Let Σ be a closed oriented surface enclosing a charge Qenc and a volume V, then
by the Divergence theorem we have
but
so
therefore
almost everywhere
[edit] Code test
for(int i=0; i<3; i++){
}
[edit] Code hilighting!
float GetPixelIntensity(in float blah) : SV_Position { return 1.0; }
[edit] Ray Triangle Intersection
[edit] Preface
Ray -> triangle intersection is a widely asked for topic amongst novice game coders. This is really a very simple topic that I will try to explain to the best of my knowlege.
[edit] the basics
first of all you need to know how to work with * Vector Math.
To keep it simple i will show a simple vector class implementation (stripped down to the basics)
[edit] Basic c++ vector implementation
#define EPSILON (1E-5) // this is used since floating point arithmatic
// since there can be quite a bit of precision loss
// (todo - link to precision loss link)
typedef float Real; // change to double for more precision
class Vector3
{
public:
Real x,y,z;
//constructors
Vector3(){ x=y=z=Real(0); }
Vector3(Real x,Real y, Real z){ this->x=x; this->y=y; this->z=z; }
Vector3(const Vector3& v){ x=v.x; y=v.y; z=v.z; }
}
[edit] Level 1
[edit] Level 2
[edit] Level 3
This is a std::vector from the STL.
std::vector<int> numbers;
This is me just changing stuff.
[edit] If I add a new heading, does it show up automatically?
Yes, yes it does.
Let's give GeSHi a try:
#include <iostream> using std::cout; using std::endl; int main() cout << "Hello Game Programmers around the world!" << endl; return 0; }
now for c#...
namespace test { public class myClass { public void myFoo() { int theVar = 15; return; } } }
and some messed up colors those are!
now for vb...
namespace test public class myClass public sub myFoo() dim theVar as int = 15 end sub end class end namespace
[edit] New Heading?
Binary Packets
How They are Set Up First a person
Hello, this is text that I want to remember about something. All consider SomethingElseThatIsImportant..
[edit] DPL Glossary test
- An area for experimentation and testing within a wiki. It may contain fork, so be careful.

