LambdaHack
MetalNanoVG
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LambdaHack | MetalNanoVG | |
---|---|---|
8 | 1 | |
612 | 210 | |
0.5% | 2.4% | |
6.5 | 0.0 | |
about 1 month ago | 5 months ago | |
Haskell | C | |
BSD 3-clause "New" or "Revised" License | MIT License |
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.
LambdaHack
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Release announcement: Sphere
Looks really cool! Here's how I do releases: https://github.com/LambdaHack/LambdaHack/issues/76
- Sharing Saturday #393
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Game design question: how to base item generation on character skill, but not promote artificial optimal play?
here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
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[ANN] Monomer, a GUI library for Haskell
I've recently tried that and gave up (https://github.com/LambdaHack/LambdaHack/issues/248). Perhaps it's possible to statically link SDL2, but I learnt it's impossible to statically link the OpenGL and X11 libraries, so you end up with a partially statically linked binary (I didn't manage to obtain even that).
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Getting Started...
I did some plotline sketches on the github wiki of my project, but never used them so far. Not much use from the other musings there, either. Instead I tweak the templates for procedural generation directly in the code (game content part of the code, to be precise) and get a lot of mileage out of that. The only page of the wiki I got lots of benefit from is the derivation of the simplified formula for calculating speed, distance and damage of projectile from their weight: https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics#projectile-velocity-and-distance
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Getting to 1.0
Around a decade. No, one release per 1-2 years. The differences are quite large, both gameplay and, even more, UI, in particular in using ready fornts, then custom fonts, then many fonts at once. See the changelogs (that's only for the egine, but that's where most of the changes are made): https://github.com/LambdaHack/LambdaHack/releases
- Sharing Saturday #357
- Allure of the Stars v0.10.2.0 is out
MetalNanoVG
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[ANN] Monomer, a GUI library for Haskell
It's not ideal, but the feature set used by Monomer has been stable for quite a while. It's also a kind of small library, which makes porting it to other backends feasible (a version for Metal, which I have not tested, can be found here)
What are some alternatives?
rattletrap - :car: Parse and generate Rocket League replays.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
tateti-tateti - Meta tic-tac-toe ncurses game.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
Nomyx - The Nomyx game
monomer - An easy to use, cross platform, GUI library for writing Haskell applications.
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
gi-gtk-declarative - Declarative GTK+ programming in Haskell
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at
nanovg_vulkan - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations. (added Vulkan support)