OpenNefia
data_engineering_on_gcp_book
OpenNefia | data_engineering_on_gcp_book | |
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4 | 12 | |
99 | 116 | |
- | - | |
9.6 | 2.6 | |
over 2 years ago | about 3 years ago | |
Lua | ||
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.
OpenNefia
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OpenNefia progress update - Lots of vanilla and variant features added
The code for all these mods lives here, if you're curious to see what the modding system looks like right now. I think that, even if some of the mods are incomplete in their current state, they implement several of the useful features that I was wanting to port from the start, so having any amount of progress towards completing them isn't a bad thing. They're also implemented as separate mods, so if they get too buggy they can be disabled easily.
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Emacs is the 2D Command-line Interface
Well, it's not Elisp, but:
https://github.com/Ruin0x11/OpenNefia
It's an engine rewrite of an old roguelike I used to play in Lua. I'm trying to experiment with making a game where the engine is similar in flexibility to Emacs.
It has an Emacs frontend, and I designed it with the zealotry of an Emacs user, meaning it has advice, hooks, interactive evaluation and runtime module hotloading. You can run anything the engine can run from a REPL (and cause all the state to become broken easily).
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OpenNefia Progress - Custom Nefia support
I recently implemented nefias in my engine rewrite of Elona, called OpenNefia. Hopefully the ability to generate lots of new dungeons in addition to the ones in vanilla would make the game more interesting. Here are few I made, as part of a mod:
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What is your “I don't care if this succeeds” project?
An engine rewrite of a Japanese roguelike I played a lot. I liked Emacs, so I decided to see what would happen if I tried writing it in the style of what Steve Yegge calls "living systems", where all the code is interactively callable in-game and reusable in mods. There is no scripting layer, the implementation and extension language are one and the same (Lua). I like to think of the engine as a massive programming runtime with a bunch of libraries and functions made for the sole purpose of modding the game. You could whip up a scratch buffer and start tinkering around with the game state or prototyping new mods fairly quickly.
The engine is not general purpose either, it's specific to the quirks of the original game. The number of weird ideas that I could graft onto it keeps increasing with each week. Yet, without feature parity and stability with the original, it's a long way away from having those things.
Another downside is going back and playing the original now isn't as fun, because I keep thinking I'm playing the rewrite and expecting bugs to pop up at ever corner. Working on a project like this for so long affects your perception of the end result in ways you can't easily unsee.
Also gets pretty lonely working on something alone for years you're not sure anyone will care about when it's playable.
[1] https://github.com/Ruin0x11/OpenNefia
data_engineering_on_gcp_book
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How possible is it for a beginner to establish pipelines, data warehouse, and visualization solution as a team of 1?
This book will walk you through setting up a complete data engineering stack on GCP: https://github.com/Nunie123/data_engineering_on_gcp_book
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Python & SQL knowledge needed for ETL?
As for resources, this book goes over a lot of these: https://github.com/Nunie123/data_engineering_on_gcp_book. However, this goes over the 'how', not the 'why'. The only method I know for understanding the 'why' is experience. Whether at work or personal projects.
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Learning Python and SQL: What should be my next step?
Here's a good book to follow along to introduce you to common tooling and design patterns: https://github.com/Nunie123/data_engineering_on_gcp_book
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Github Repo with All Data tranformation,Cleaning,Validation
I'm not sure if this is exactly what you're looking for, but here's a book on GitHub that talks about the tools and steps for building data pipelines into a data warehouse: https://github.com/Nunie123/data_engineering_on_gcp_book
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What is the low hanging fruit for a brand new GCP data engineer to learn?
Check out this book: https://github.com/Nunie123/data_engineering_on_gcp_book
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Unsure about overall process of data engineering
If you're interested in example of how to build a complete data engineering infrastructure, you should check out this book: https://github.com/Nunie123/data_engineering_on_gcp_book
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[HELP] Airflow Reverse proxy + load balancer +docker
If you want to try Airflow without the setup headache, you can try Composer on GCP, which is a hosted version of Airflow. I wrote some info on how to do that here: https://github.com/Nunie123/data_engineering_on_gcp_book/blob/master/ch_2_orchestration.md
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Transition from a Quality engineer to Data engineer
This book might be a good resource for you: https://github.com/Nunie123/data_engineering_on_gcp_book
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Accepted a data engineer intern role at a Big N company - how do I learn as much as possible?
If you want a place to start on personal projects you can check out this book, https://github.com/Nunie123/data_engineering_on_gcp_book, which will walk you through the basics of setting up a full data engineering stack.
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What tools, software, programming languages, and etc. does a data engineer need to have in 2021
If you are interested in tooling, here's a free book on setting up a basic data engineering tech stack on GCP: https://github.com/Nunie123/data_engineering_on_gcp_book
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
shotcaller - A moddable RTS/MOBA game made with bracket-lib and minigene.
transient - Transient commands
FactGraph - FactGraph monorepo (backend + frontend + landing page + blog)
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
beubo - Beubo is a free, simple, and minimal CMS with unlimited extensibility using plugins
max-downforce - Pseudo 3d racer written in Lua and LÖVE
distribyted - Torrent client with HTTP, fuse, and WebDAV interfaces. Start exploring your torrent files right away, even zip, rar, or 7zip archive contents!
VimMode.spoon - Adds vim keybindings to all OS X inputs
go-plugin - Golang plugin system over RPC.
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
dali - Indie assembler/linker for Dalvik VM .dex & .apk files (Work In Progress)