MotorMC
gaseous-giganticus
MotorMC | gaseous-giganticus | |
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4 | 18 | |
110 | 109 | |
- | - | |
0.0 | 5.3 | |
3 months ago | 5 months ago | |
C | C | |
MIT License | GNU General Public License v3.0 only |
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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.
MotorMC
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What is your best project using C?
My best project would be my remake of a Minecraft server in C, still very work in progress though. Through building it I’ve learned a lot about C (I didn’t even know about bit fields or inline functions for a while when first starting the project)
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This new code library might increase Minecraft server player counts in the future.
Hate to plug but I’m working on this exact same thing, except just rewriting Minecraft from scratch to work so with multiple cores. It’s still quite a ways out (doesn’t have entities rendering yet or an editable world) but the source is available here: https://github.com/garet90/MotorMC
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How do I set up C using VS Code?
I’d install MSYS2 and then MinGW and GCC along with it, then you can add the mingw/bin to your PATH variable and it should work I made a GitHub Actions script once that installs MSYS and GCC for windows, here it is: https://github.com/garet90/MotorMC/blob/main/.github/workflows/build.yml maybe it’ll help
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Anyone tried socket programming in C?
(Legit not joking https://github.com/garet90/MotorMC)
gaseous-giganticus
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Simulating Fluids, Fire, and Smoke in Real-Time
I think the curl noise paper is from 2007: https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-cu...
I've used the basic idea from that paper to make a surprisingly decent program to create gas-giant planet textures: https://github.com/smcameron/gaseous-giganticus
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Friday Post: What is something you made or solved in C that you are proud off?
Gaseous-giganticus - procedurally generates gas giant planet textures for space games, etc.
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How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
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Procedural Gas Giant
Here's my own gas giant thingy, which produces (what I imagine to be) decent results, but is quite slow.
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How do i use/compile gaseous giganticus?
Hi. I'm the author of gaseous-giganticus. You do not need to apply the patch, as it was incorporated into the source already a long time ago: https://github.com/smcameron/gaseous-giganticus/commit/b3ca95f2f3975d6ca97029dae166e2daf068b3f0
- Ask HN: What is the most impactful thing you've ever built?
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Aside from hobby and practice, what are some genuinely useful personal apps?
I needed some gas giant textures for planets in my space game so I made this thing, which also ended up getting used by other people for their Kerbal Space Program mods.
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Empyrion -- Galactic Survival - #3 by pavloocheretianyi01 on DeviantArt
Is that gaseous-giganticus output that I spy?
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Best (preferably free) procedural planet texture generators
I've made a couple. For gas giants, gaseous-giganticus. For earthlike, or rocky planets, there's a program called "earthlike.c" in the space-nerds-in-space repo. Other than allowing you to supply an input image to use more or less as a color palette, they don't allow much in terms of customization, though there are quite a few knobs you can turn.
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What is your best project using C?
Most innovative thing, or what I'm most astonished I actually successfully pulled off against all odds, is probably gaseous-giganticus, which is a program that uses curl noise for procedural fluid flow(pdf) on the surface of a sphere to create cubemap textures for procedurally generated gas giant planets.
What are some alternatives?
mammoth - Scale a single world horizontally across multiple Minecraft servers.
ebsynth - Fast Example-based Image Synthesis and Style Transfer
Kernel - Kernel for the LuaOS operating system
SPH-Fluid-Simulation - A multi-threaded particle-based solver, Smoothed-Particle Hydrodynamics, for the Navier-Stokes equation
nps-lab-notes - Concise notes for NPS Lab, ICT Dept, MIT, Manipal
texture - Procedural texture generation package.
kernel - The kernel for LibertyOS.
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
sws - Simple Small Static Stupid Whatever Web Server
chip-walo - CHIP-8 Emulator using C and SDL2.
libws - A non-blocking WebSocket (RFC 6455) implementation in C
lsblk - List information about block devices in the FreeBSD system.