OpenNefia
exomind
OpenNefia | exomind | |
---|---|---|
4 | 5 | |
99 | 57 | |
- | - | |
9.6 | 9.3 | |
over 2 years ago | 15 days ago | |
Lua | TypeScript | |
MIT License | Apache License 2.0 |
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
exomind
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Ask HN: What is your current side-project?
Is your PDF reader open sourced? It's a feature I'd like to implement at some point in my own personal project (https://github.com/appaquet/exomind)
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What is your “I don't care if this succeeds” project?
I just added a few screenshots in the README: https://github.com/appaquet/exomind
As for the Gmail integration, it is quite crude at the moment. I use it mostly to organize incoming emails, but I still use Gmail to send or reply to my emails. Exomind inbox is synchronized with Gmail, so all emails that you remove from one or the other get removed / archived on the other side. It also supports multiple accounts.
If you are interested to try and not afraid of the rough edges, just let me know. I added Discussions to the GitHub repository.
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Ask HN: What Are You Working On?
Exomind[1], a personal knowledge management tool that takes the form of a unified inbox in which you can have your emails, tasks, notes and bookmarks organized into collections. I have an iOS and a web/electron client at the moment. I plan to eventually add files (blobs), definitions and support extensibility via WASM applications.
Its backend (Exocore[2]) is built on top of a personal / private blockchain and is made from the ground up to be hosted in a semi-decentralized fashion on your own personal devices (your computer, raspberry pi, a cloud instance, etc.)
It has very rough edges, but I'm using it daily to organize my life. It has also been my learning playground to improve my Rust skills over the last two years. If all goes well, I'm a few months away from some kind of tech preview.
[1] https://github.com/appaquet/exomind
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
openmiko - Open source firmware for Ingenic T20 based devices such as WyzeCam V2, Xiaomi Xiaofang 1S, iSmartAlarm's Spot+ and others.
transient - Transient commands
listudy - Listudy - chess training server
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
DsHidMini - Virtual HID Mini-user-mode-driver for Sony DualShock 3 Controllers
max-downforce - Pseudo 3d racer written in Lua and LÖVE
ExtPay - The JavaScript library for ExtensionPay.com — payments for your browser extensions, no server needed.
VimMode.spoon - Adds vim keybindings to all OS X inputs
electron-browser-shell - A minimal, tabbed web browser with support for Chrome extensions—built on Electron.
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
Video-Hub-App - Official repository for Video Hub App