Aquaria
cute_headers
Aquaria | cute_headers | |
---|---|---|
4 | 5 | |
286 | 4,118 | |
1.4% | - | |
2.1 | 6.0 | |
9 days ago | 16 days ago | |
C | C | |
GNU General Public License v3.0 only | - |
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Aquaria
- Gmail accepts forged YouTube emails
- Overgrowth: Open-Source Announcement
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Dynamic type systems aren't even simpler - hisham.hm
All code provides and consumes API surfaces (by which I mean, internal API surfaces between modules). For some types of code, like video game entity scripts and cutscene scripts, those API surfaces tend to be stable, straightforward and repetitive. Would this script be improved by rewriting it in TypeScript, bearing in mind that the game has more than four hundred other scripts which are architecturally identical?
cute_headers
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How many colors are too many colors for Windows Terminal?
- https://github.com/RandyGaul/cute_headers/blob/master/cute_s...
It's a simple and relatively straightforward approach that a sufficiently bright programmer would come up in their own while looking at the design constraints though, so overall I find it a bit meaningless to find the ultimate person for the "original idea".
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How does a Game Engine work? An Overview
The verdict for indie developers (not using Unity/Unreal) seems: just bite the bullet and buy FMOD (or Wwise or any of the popular proprietary audio engies).
I was actually searching for a good open-source audio library to use, and found out that my options aren't that good. SoLoud is a pain in the ass to install and integrate into an existing codebase, and OpenAL doesn't have any good implementations available (either proprietary or LGPL). I'm now just using a simple single-header audio library in cute_headers (https://github.com/RandyGaul/cute_headers/blob/master/cute_s...), but will probably switch to MiniAudio once the high-level API is finished (https://github.com/mackron/miniaudio/issues/196)
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[C/C++]How do "header only" source files work?
Currently I'm looking at a "header only" cute_tiled.h library that includes this instruction:
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[C++] A Free Open Source Colliders Library - Line, Circle, Box and Point
Thanks for the pure collision library share! As far as collision goes, decided to look up other libraries! 3D alternatives https://github.com/flexible-collision-library/fcl Alternatives to yours https://github.com/RandyGaul/cute_headers
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Looking for code only game engine
single header libraries (https://github.com/nothings/stb , https://github.com/RandyGaul/cute_headers , etc) can do some of the heavy lifting. I use stb for OGG and PNG decoding, also true type support, and maybe a few other things.