OpenNefia
go-plugin
OpenNefia | go-plugin | |
---|---|---|
4 | 30 | |
99 | 4,972 | |
- | 1.2% | |
9.6 | 6.3 | |
over 2 years ago | 8 days ago | |
Lua | Go | |
MIT License | Mozilla Public 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
go-plugin
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Show HN: Togomak – declarative pipeline orchestrator based on HCL and Terraform
I am looking forward to a mix of both - I am hoping to add a concept called "operator" which would be a go-plugin [1], just like terraform providers, but build backends. So, someone would be able to, say, write a Slack plugin (in Go, or anything over RPC) which sends a message once a build is complete - like Jenkins/GitHub actions, or just scripts that we can reuse like GitLab CI through `modules`.
Perhaps a new registry where we can push custom modules and providers (operators in this case), I'm curious to know about if we have any existing implementations we could reuse for the registry.
[1]: https://github.com/hashicorp/go-plugin
- Show HN: Clace – Platform for secure internal web applications
- Wazero: Zero dependency WebAssembly runtime written in Go
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referencing packages on the internet and using go plugin
I'd recommend looking into a different approach for plugins such as hashicorp/go-plugin (which uses multiple process PIDs and RPC communication between them) or traefik/yaegi (which implements a Go-compatible scripting language that can be interpreted at runtime and which still supports most Go modules).
- Can Go dynamically load library module at runtime?
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Binary packages alternative
You'll never fully protect your code from someone who's dead-set on reverse-engineering it, however, you can use https://github.com/hashicorp/go-plugin or a similar RPC technique, which will let you ship binary plugins and will also be less fragile and janky compared to something made with `-buildmode=plugin`.
- Trying to build Rust Plugin System
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How would you guys support plugins in a Go app? (or any other compiled language for that matter)
The plugin system that hashicorp uses for all their projects works very well. It's essentially a local RPC implementation. https://github.com/hashicorp/go-plugin
- Change go code behaviour at runtime
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Is the documentation for making non-go plugins in the go-plugin repo outdated?
can you try older go-plugin versions? The only major change in v1.4.4 was a bugfix for automtls. https://github.com/hashicorp/go-plugin/blob/master/CHANGELOG.md
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
wasmer - 🚀 The leading Wasm Runtime supporting WASIX, WASI and Emscripten
transient - Transient commands
OS-NVR - OS-NVR is a lightweight extensible CCTV system. Mirror of Codeberg.
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
go-plugin-benchmark - Benchmark comparing the go plugin package to other plugin implementations
max-downforce - Pseudo 3d racer written in Lua and LÖVE
rust - Empowering everyone to build reliable and efficient software.
VimMode.spoon - Adds vim keybindings to all OS X inputs
vopono - Run applications through VPN tunnels with temporary network namespaces
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
os-nvr