OpenNefia
Visual Studio Code
OpenNefia | Visual Studio Code | |
---|---|---|
4 | 2,844 | |
99 | 158,365 | |
- | 0.7% | |
9.6 | 10.0 | |
over 2 years ago | 4 days ago | |
Lua | TypeScript | |
MIT License | 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
-
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
Visual Studio Code
-
How to Add Firebase Authentication To Your NodeJS App
A code editor (VS Code is my go-to IDE), but feel free to use any code editor you're comfortable with.
-
Create a Chat App With Node.js
First, grab your favorite command-line tool, Terminal or Warp, and a code editor, preferably VS Code and let’s begin.
-
Asynchronous Programming in C#
C# is very good as a language, have developed in it for 5+ years. The problem is the gap between what MSFT promises to management and actually delivers to developers. You really really need to fully read the fine print, think of the omissions in documentation and implement a proof-of-concept that almost implements the full solution to find out the hidden gotchas.
For example, even probably their best product VS Code only got reasonable multiple screens support last year: https://github.com/microsoft/vscode/issues/10121#issuecommen...
And then, on the other end of the spectrum, you have Teams.
-
8 Essential VS Code Extensions [2024]
Hey fellow amazing developers, we got you Essential VS Code Extensions for 2024 (these are especially important for web developers) recommended by our developers at evotik, we wont talk about ESlint nor Prettier which all of you already know.
-
scrape-yahoo-finance
Visual Studio Code (VS Code): Developed by Microsoft, VS Code is a lightweight yet powerful IDE with extensive support for Python development through extensions. It offers features like IntelliSense, debugging, and built-in Git integration.
-
XDebug with WP-Setup
In VSCode for example this can be easily done by adding the following .vscode/launch.json file:
-
I can't stand using VSCode so I wrote my own (it wasn't easy)
I had a near-identical experience. I looked into switching in 2019 and ran into this 2016 bug which was a showstopper for me. Fixed it myself, grand total 4 line diff. https://github.com/microsoft/vscode/issues/10643
-
Employee Management System using Python.
When working in Visual Studio Code (VS Code), always create a new Python file for your project.
-
A deep dive into progressive web apps (PWA)
Code Editor: Choose a code editor like Visual Studio Code that offers good support for web technologies and extensions for PWA development.
-
Build a Music Player with Python
When working in Visual Studio Code (VS Code), create a new Python file for our music player project. It's helpful to have separate files for different parts of your project.
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
thonny - Python IDE for beginners
transient - Transient commands
reactide - Reactide is the first dedicated IDE for React web application development.
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
Spyder - Official repository for Spyder - The Scientific Python Development Environment
max-downforce - Pseudo 3d racer written in Lua and LÖVE
doom-emacs - An Emacs framework for the stubborn martian hacker [Moved to: https://github.com/doomemacs/doomemacs]
VimMode.spoon - Adds vim keybindings to all OS X inputs
KDevelop - Cross-platform IDE for C, C++, Python, QML/JavaScript and PHP
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
vscodium - binary releases of VS Code without MS branding/telemetry/licensing