Cursively
UnityCsReference
Cursively | UnityCsReference | |
---|---|---|
3 | 58 | |
39 | 11,399 | |
- | 0.8% | |
3.2 | 7.2 | |
over 3 years ago | 1 day ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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Cursively
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Ask HN: Examples of Top C# Code?
I was looking at the CSV parser Cursively recently, and I think it is a good simple example of a high performance C# parser and API design.
https://github.com/airbreather/Cursively
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The Fastest Csv Parser In Net
Agreed, and agreed. #21 and #22 seek to address this, but these have actually been very low priority for me: as your benchmarks show, if you primarily need a bunch of objects that must be UTF-16 strings, then are other libraries out there that will do the job just fine. The main reason to use Cursively for that would be if you have some use cases where you need the unusual qualities that Cursively offers, but other use cases where you can live with something more traditional, and you don't want to have two different CSV processing libraries.
The usage instructions are in the README on https://github.com/airbreather/Cursively. The most straightforward way to get started (for now) is:
UnityCsReference
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Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
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Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
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Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
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Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
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Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
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Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
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Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
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Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
What are some alternatives?
CsvExport - Very simple CSV-export tool for C#
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
Sylvan - A collection of .NET libraries, including the fastest general-purpose CSV parser for .NET.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
PdfSharpCore - Port of the PdfSharp library to .NET Core - largely removed GDI+ (only missing GetFontData - which can be replaced with freetype2)
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
AlterNats - An alternative high performance NATS client for .NET.
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
H.Pipes - A simple, easy to use, strongly-typed, async wrapper around .NET named pipes.
astc-encoder - The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format.
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI