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Hi there, I'm shana πŸ‘‹

πŸ”­ I’m currently working on porting games to consoles, making game developer tools, Unity packages, game prototypes and technical training!

πŸ’¬ Ask me about the things above, I might have answers (or at least decent gifs)!

I'm also on the twitters @sh4na!

Random stuff I've done

Talks

https://www.youtube.com/playlist?list=PLHZ6_wKI84-YSLcbzWjEysIapVn9h0cFY

Git clients

Unity packages

These packages are also available via https://registry.spoiledcat.com

Andreia Gaita's Projects

abbot-docs icon abbot-docs

Code for genearting the Abbot documentation site

akavache icon akavache

An asynchronous, persistent key-value store

bebop icon bebop

An extremely simple, fast, efficient, cross-platform serialization format

bockbuild icon bockbuild

Light-weight build/packaging/bundling system for OS X, Linux, and Windows.

brew icon brew

🍺 The missing package manager for macOS (or Linux)

brightray icon brightray

A thin shim over Chromium’s Content module

bugzz icon bugzz

Automatically exported from code.google.com/p/bugzz

cecil icon cecil

Cecil is a library to generate and inspect programs and libraries in the ECMA CIL form.

cefsharp icon cefsharp

.NET (WPF and Windows Forms) bindings for the Chromium Embedded Framework

char-rnn icon char-rnn

Multi-layer Recurrent Neural Networks (LSTM, GRU, RNN) for character-level language models in Torch

cheat-engine icon cheat-engine

Cheat Engine. A development environment focused on modding

com.unity.addressables icon com.unity.addressables

[Mirrored from UPM, without any changes. Maintained by Needle. Not affiliated with Unity Technologies.] πŸ“¦ The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. a prefab) is marked "addressable", it generates an address which can be called from anywhere. Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it.Use Window->Asset Management->Addressables to begin working with the system.Addressables use asynchronous loading to support loading from any location with any collection of dependencies. Whether you have been using direct references, traditional asset bundles, or Resource folders, addressables provide a simpler way to make your game more dynamic. Addressables simultaneously opens up the world of asset bundles while managing all the complexity.For usage samples, see github.com/Unity-Technologies/Addressables-Sample

coreclr icon coreclr

This repo contains the .NET Core runtime, called CoreCLR. It is an execution engine for .NET apps, performing functions such as IL byte code loading, compilation to machine code and garbage collection. The repo contains the complete up-to-date CoreCLR codebase.

corefx icon corefx

This repository contains the foundational libraries that make up the .NET Core development stack.

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