The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
DarkRelic
Posts with mentions or reviews of DarkRelic.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-12-08.
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Sharing Saturday #496
Dark Relic - repo
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 3
Repo Link
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 1
I'll be joining along in Unity/C#! - (github)
sml2
Posts with mentions or reviews of sml2.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-12-08.
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Sharing Saturday #496
Anyway the need is not complicated, I need both entry and exit functions from every state, optionally allowing these functions to be coroutines (that's special sauce but for later), and an explicit state transition table which also have a way to say that a state can be accessed at any point. Also allow states to be state machines, optional FSM hierarchies. If you ignore the coroutine stuff it's pretty standard features these days, except that - Boost.MSM is quite archaic now (it was so novel when it was first released...) although it allows most of the features I talked about, I just think it will complicate my code unneecessarilly; - Boost-Ext.SML (not Boost) is almost perfect except it doesnt have entry/exit functions on states for some reason. Also last time we (as in in livestream) tried it in prototypes it didnt compile on msvc XD - Boost-Ext.SML2 is even better but still doesnt have entry/exit functions although it's in the plans.
- C++20 State machine library which fully tests itself at compile-time upon use
What are some alternatives?
When comparing DarkRelic and sml2 you can also consider the following projects:
Godot-Roguelike-Tutorial - Yet Another Roguelike Tutorial in Godot
Omega - My C++ fork of the 1987 roguelike "Omega"
gruid - Cross-platform grid-based UI and game framework.
roguelike-rust-macroquad-noname - Roguelike Game in Rust using macroquad.rs
CavernsOfRemembrance - RLTK tutorial roguelike in Rust
roguelike_python - Making a Roguelike game with Python
tcod-tut-2023
clojure2d - Java2D wrapper + creative coding supporting functions (based on Processing and openFrameworks)
Yezriel - A roguelike in Typescript
RogueLike2023
2327-roguelikedev - 2023 Summer r/roguelikedev event
RogueLike2023
DarkRelic vs Godot-Roguelike-Tutorial
sml2 vs Omega
DarkRelic vs gruid
DarkRelic vs roguelike-rust-macroquad-noname
DarkRelic vs CavernsOfRemembrance
DarkRelic vs roguelike_python
DarkRelic vs tcod-tut-2023
DarkRelic vs clojure2d
DarkRelic vs Yezriel
DarkRelic vs RogueLike2023
DarkRelic vs 2327-roguelikedev
DarkRelic vs RogueLike2023