OpenNefia
electron-browser-shell
OpenNefia | electron-browser-shell | |
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4 | 3 | |
99 | 329 | |
- | - | |
9.6 | 4.7 | |
over 2 years ago | 5 months ago | |
Lua | TypeScript | |
MIT License | GNU General Public License v3.0 only |
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
electron-browser-shell
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What is your “I don't care if this succeeds” project?
Tired of walled gardens and increased limitations of Chrome extensions, I'm building enough of the web extensions API to let me run them in my own desktop browser. Eventually I plan to build products from this project.
https://github.com/samuelmaddock/electron-browser-shell
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Ask HN: What Are You Working On?
Chrome extension support for Electron-based web browsers: https://github.com/samuelmaddock/electron-browser-shell
Despite a fair amount of folks disliking Electron for replacing traditional desktop apps, I find it's a great fit for building unique web browsers.
I believe there's a lot of opportunity for making interesting web browsers, but building and maintaining them by forking something like Chromium or Firefox is a ton of work.
With Electron, it's possible to create something interesting with a team of one.
- Show HN: Minimal Electron web browser with Chrome extension support
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
mapbox-gl-js - Interactive, thoroughly customizable maps in the browser, powered by vector tiles and WebGL
transient - Transient commands
exomind - A personal knowledge management tool hosted on your own personal cloud
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
alang - A minimal viable programming language on top of liblgpp
max-downforce - Pseudo 3d racer written in Lua and LÖVE
Arthur - How to build your own AI art installation from scratch [Moved to: https://github.com/maxvfischer/DIY-ai-art]
VimMode.spoon - Adds vim keybindings to all OS X inputs
Joplin - Joplin - the secure note taking and to-do app with synchronisation capabilities for Windows, macOS, Linux, Android and iOS.
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
shotcaller - A moddable RTS/MOBA game made with bracket-lib and minigene.