OpenNefia
vopono
OpenNefia | vopono | |
---|---|---|
4 | 34 | |
99 | 757 | |
- | - | |
9.6 | 7.5 | |
over 2 years ago | 21 days ago | |
Lua | Rust | |
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
-
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.
-
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).
-
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:
-
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
vopono
-
Ask HN: What are some unpopular technologies you wish people knew more about?
Vopono (https://github.com/jamesmcm/vopono):
"vopono is a tool to run applications through VPN tunnels via temporary network namespaces. This allows you to run only a handful of applications through different VPNs simultaneously, whilst keeping your main connection as normal.
vopono includes built-in killswitches for both Wireguard and OpenVPN."
-
Split-tunnelling on Linux for League of Legends
I think for now on Linux you (still!) have to use external application to do the splitting. Such is vopono
- Using linuxserver/wireguard container. How to set up Wireguard to connect to one of the servers at random?
-
Average not Southern Europe moment
I use vopono to manage it for me with Mullvad though.
-
The Mullvad Browser
you might want to check out vopono, i've gotten it working with firefox and its nice
https://github.com/jamesmcm/vopono
-
Me after renewing Mullvad monthly just so I can keep my low powered computer seeding while I'm at work
I highly recommend using something like vopono with this on Linux that runs only the target application (e.g. Transmission) in a network namespace in the VPN and only forwards the specified ports and only allows traffic via the VPN.
-
More than a decade of doing this and I finally get a letter...
This is why I use vopono - you can run just the torrent client in the VPN on its own and the killswitch keeps it safe.
-
How to get around website blocks?
You can find the option in the settings of windows and android apps. Unfortunately, it's Still not available for Linux. As a workaround for Linux, you can use vopono, which has OpenVPN support for Proton. Or just manually add routing table entries :)
- Vpn with plex
-
Your favourite Rust CLI utilities this year?
I wrote vopono, I use it all the time for quickly spinning up browsers through different VPNs for checking geographical restrictions, etc.
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
VimMode.spoon - Adds vim keybindings to all OS X inputs
transient - Transient commands
SDRPlusPlus - Cross-Platform SDR Software
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
scraper - Nodejs web scraper. Contains a command line, docker container, terraform module and ansible roles for distributed cloud scraping. Supported databases: SQLite, MySQL, PostgreSQL. Supported headless clients: Puppeteer, Playwright, Cheerio, JSdom.
max-downforce - Pseudo 3d racer written in Lua and LÖVE
manim - A community-maintained Python framework for creating mathematical animations.
Arthur - How to build your own AI art installation from scratch [Moved to: https://github.com/maxvfischer/DIY-ai-art]
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
scraper - A scraper for EmulationStation written in Go using hashing