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["How to Implement Trap Damage Unity Currently, I have a 2D platformer game, and I want to implement(...TRUNCATED)
["unity","unity","animation","directx","java","xna","android","unity","physics","unity","unity","3d"(...TRUNCATED)
["OpenGL 4 several glUseProgram overhead I'm developing a little 2D game using OpenGL 4.x and I've a(...TRUNCATED)
["opengl","unity","c++","unity","unity","libgdx","unity","android","shaders","algorithm","xna","arch(...TRUNCATED)
["How do you account for zoom in a top down viewport? I've been stumped on this for days so please f(...TRUNCATED)
["mathematics","opengl","3d","opengl","java","c#","opengl","unity","libgdx","shaders","opengl","open(...TRUNCATED)
["Random/Procedural vs. Previously Made Level Generation What the advantages/disadvantages of using (...TRUNCATED)
["game-design","c#","java","ai","unity","unity","unity","unity","unity","java","c++","unity","java",(...TRUNCATED)
["COLLADA, loading, the modelling/animation process? So, we're making a game in C++ using SDL - a TD(...TRUNCATED)
["c++","physics","opengl","collision-detection","unity","graphics","procedural-generation","c++","un(...TRUNCATED)
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