CoroGB
CoroGB is an experimental gameboy emulator written in C++ w/ coroutines (by TheThief)
hardglitch
JS project led by Klaim in HomeTeamGameDev, May 17 - Oct 11, 2020 (by gamkedo-la)
CoroGB | hardglitch | |
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3 | 4 | |
48 | 8 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | over 1 year ago | |
C++ | JavaScript | |
GNU General Public License v3.0 or later | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CoroGB
Posts with mentions or reviews of CoroGB.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-08-25.
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Gameboy emulator written in C++
Nice - I also did a C++ Gameboy emulator with winapi - but I used coroutines, so it looks completely different: https://github.com/TheThief/CoroGB
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C++20 coroutines seem baffling
The low level stuff can be used to wait on non-traditional things. For example, to learn C++ coroutines I made a gameboy emulator that uses coroutines for the different hardware components which can "await" a number of emulated clock cycles - and then a central scheduler handles advancing the clock and resuming coroutines as their awaited cycle comes up.
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Do people have some motivating examples for co-routines?
A Gameboy emulator that uses coroutines and custom awaitable types to handle component scheduling: https://github.com/TheThief/CoroGB
hardglitch
Posts with mentions or reviews of hardglitch.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-03.
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Anybody (else) making Rogue-likes or text adventures on the web using a web dev stack?
I made it with only HTML5/JS, drawing directly in the etc. The whole code is there: https://github.com/gamkedo-la/hardglitch/ You can take inspiration from it if you want.
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What is your preferred method of implementing turn scheduling?
I reproduced a similar system in C++ and C# as experiments, but I did that for a real roguelike game (Hard Glitch, on itch which was in JavaScript (the code is open source, here is the specific turn-scheduling function you play in the current release, here is the old version that was replaced, you can see that the evolution wasnt too brutal through the commit history).
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coroutines in roguelikes?
The whole project's code is there if you want to take a look: https://github.com/gamkedo-la/hardglitch
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Do people have some motivating examples for co-routines?
Not C++ but I'm working on a turn-by-turn game with animations etc. which relies a lot on coroutines (in JavaScript for this one). The code is there if you want to take a look: https://github.com/gamkedo-la/hardglitch (the game is playable there in the deployments, or in it's released version on itch: https://klaim.itch.io)
What are some alternatives?
When comparing CoroGB and hardglitch you can also consider the following projects:
coproto - A protocol framework based on coroutines
cppcoro - A library of C++ coroutine abstractions for the coroutines TS
noufu - GameBoy emulator with debugger written in C++ using Win32 and SDL2
Flow - Flow is a software framework focused on ease of use while maximizing performance in closed closed loop systems (e.g. robots). Flow is built on top of C++ 20 coroutines and utilizes modern C++ techniques.
Web - Old experimental web server using fibers, io completion ports, and some early C++11 features.