RVS_ParseXMLDuration
ZQuestClassic
RVS_ParseXMLDuration | ZQuestClassic | |
---|---|---|
2 | 11 | |
1 | 450 | |
- | 0.0% | |
1.9 | 9.9 | |
almost 2 years ago | 3 days ago | |
Swift | C++ | |
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.
RVS_ParseXMLDuration
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Ask HN: Show me your half baked project
Well, these ones aren't "half-baked," but they are no longer being maintained (archived):
[0] https://github.com/RiftValleySoftware/RVS_IPAddress
[1] https://github.com/RiftValleySoftware/RVS_ParseXMLDuration
[2] https://github.com/RiftValleySoftware/RVS_ONVIF
This project is unfinished (I just walked away from it, as it wasn't really giving me what I wanted):
[3] https://github.com/RiftValleySoftware/RVS_GTDriver
This one is "half-baked," I believe. I never really took it particularly far:
[4] https://github.com/RiftValleySoftware/RVS_MediaServer
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Code Colocation Is King
Not completely. The way that it works for me, is that I start work on a project, and, while building, I notice that some code that I'm working on is:
1) Pretty complex, and fairly insular; and/or
2) Possibly useful, elsewhere.
If that's the case, I will then stop work on the main project, and take some time to extract and "genericize" the subproject. I'll usually set it up as a standalone open-source project; complete with tests and documentation.
This may happen before I have completed the coding in the main project, or may happen as the result of a review, after the fact.
In some cases, I very clearly need to develop a subproject before starting on the main project, or before certain milestones within that project (for example, SDKs or drivers). In that case, the timelines are completely separate.
If you look at my GH repos, you'll see a whole bunch of these projects, including some rather strange ones, like an XML duration parser[0]. These are the types of projects that I extract.
In some cases, I end up not using the extracted project in my main project (happens to some of my UI widgets). In that case, even though I am not using it, I still have an excellent project for the future. Here's an example[1]. I have ended up not using the spinner in my own work, as it was too obtrusive a widget, but it's nice to have it available for future projects.
[0] https://github.com/RiftValleySoftware/RVS_ParseXMLDuration
[1] https://github.com/RiftValleySoftware/RVS_Spinner
ZQuestClassic
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Ask HN: What rabbit hole(s) did you dive into recently?
I've been doing some modernization on an old scripting language used by the game engine I work on [1]. Added a garbage collector, simplified how internal symbols are defined, added a VS code extension with some niceties like syntax highlighting, "Go to Definition", and doc tooltips. Also recently added support for websockets and plan to tackle JSON soon.
https://github.com/ZQuestClassic/ZQuestClassic
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Lessons from Open-Source Game Projects
ZQuest Classic - Engine to play and create games like the original Zelda. C++, OpenGL
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Ask HN: Show me your half baked project
Developing a new website for the open source game engine I work on. Nearly finished with it.
https://zquestclassic.com
It's a Zelda-like game engine with some 1000ish games made in it over 20 years. Used to be called Zelda Classic, but we renamed it this year.
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A forum engine written in Assembly
Thanks, that was a silly oversight. Your comment is appreciated, as it saved an instruction in my game engine's JIT compilation :)
https://github.com/ArmageddonGames/ZQuestClassic/commit/0a78...
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Show HN: Using C++23 <stacktrace> to get proper crash logs in C++ programs
I found Sentry's crash reporting (which uses crashpad) simple enough to configure into an existing CMake build within an afternoon.
Building Sentry/crashpad from source in a few lines of CMake: https://github.com/ArmageddonGames/ZQuestClassic/commit/3471...
And a few lines in the main function: https://github.com/ArmageddonGames/ZQuestClassic/commit/3471...
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Ask HN: Examples of desktop software with 20+ years of longevity?
My hobby is working on a 20+ year game engine. Still occasionally delete DOS-only code in it. https://github.com/ArmageddonGames/ZQuestClassic
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MSVC: The Devourer of Const
```
The `Hero.{x,y}` properties here are a custom fixed precision number class with some implicit conversions to int, which I suspect being relevant to the crash.
[1] https://github.com/ArmageddonGames/ZQuestClassic/blob/e678e9...
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Ccache – a fast C/C++ compiler cache
https://github.com/ArmageddonGames/ZQuestClassic/commit/641d...
Using it locally too, works great on Mac, but on Windows ccache has some problems caching debug builds. IIRC the embedded debug symbols use absolute paths, so the presence of this particular flag (/Z something...) disables cache eligibility.
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An evolution of handhelds. 1989-2022
i love zelda. if interested in custom quests on pc, go to zeldaclassic.com 100s of custom quests
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Nintendo games I have played in my life. Rate my taste.
If you'd like to try custom quests on computer, go to http://zeldaclassic.com
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