Terasology
lobster
Terasology | lobster | |
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18 | 37 | |
3,624 | 2,142 | |
0.1% | - | |
8.7 | 9.3 | |
1 day ago | 12 days ago | |
Java | C++ | |
Apache License 2.0 | - |
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Terasology
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Lessons from Open-Source Game Projects
Terasology - Minecraft-inspired voxel game. Java
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Looking for opensource projects to contribute.
terasology?
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Is this game dead? Also, how do you run? I can't figure it out.
An alternative if you like: submit a quick feature request at https://github.com/MovingBlocks/Terasology/issues to describe the desire and the potential fix to add settings for it. Might be nobody gets to it for a while, but we'll mark it as encouraging and see - similar things have happened from the same in the past!
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Minetest: An open source voxel game engine
There is also Terasology - a Minecraft-like voxel game with fancy graphics: https://terasology.org/
- [D] Ethics of minecraft stable diffusion
- Terasology – open-source voxel world
- Thanks for the reminder Minecraft
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What (hopefully free) games should we play in our honors video game class?
You might be interested in looking into a few Minecraft clones if price is a concern - Minetest is the most well known one from what I've heard but I was recommended Terasology a few years back.
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Understanding AI for coders: Tabnine (your alternative to GitHub Copilot)
A fine reason for them to bork the useful-java-links case, I guess, but your argument falls over for the 3rd link: https://github.com/MovingBlocks/Terasology/blob/develop/LICE... and the sidebar widget correctly says "Apache-2.0 license"
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Please update the list of Open Source Voxel Engines on the Wiki
Terasology has active contributions, but the link to it is super old. terasology.org should be the current. I think the GitHub link is correct, though.
lobster
- The Lobster Programming Language
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The Neat Programming Language
I think lobster does this.
"Compile time reference counting / lifetime analysis / borrow checker."[1]
"Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1]
[1] https://strlen.com/lobster/
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Why does Rust need humans to tell it how long a variable’s lifetime is?
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes.
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What are some must have built-in modules in your opinion/experience?
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole host of things like font rendering, image loading, etc.
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Minetest: An open source voxel game engine
The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
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Plane - FOSS and self-hosted JIRA replacement. This new project has been useful for many folks, sharing it here too.
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc.
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Using a borrow checker to track mutable refs in a GCed FP language?
Lobster (https://strlen.com/lobster/) appears to at least do lifetime analysis to reduce refcounting. I'm not sure about automatic interior mutability. I feel like there's a keyword here that can help find other compilers with similar features.
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What would make you try a new language?
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen?
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In a custom typed imperative programming language, what should the compiler do next, after resolving variable references?
I would like to make it work to some degree like Rust with a borrow checker, and have optional static typing (with type inference wherever it can). Other sources of inspiration, lobster lang, and dart. It is going to (eventually...) compile to several places like dart (browser, iOS, android, linux, etc.). After I've created the AST, I've gone straight to code generation, because that's the easy part IME. But now have to insert the "middle" and do typechecking/borrowchecking/inference/other checking. This is for an imperative-style language.
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Features you've removed from your lang? Why did you put them in, why did you take them out?
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines.
What are some alternatives?
Open-Realms-of-Stars - 4X Strategy game
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
maven-jpackage-template - Sample project illustrating building nice, small cross-platform JavaFX or Swing desktop apps with native installers while still using the standard Maven dependency system.
language-ext - C# functional language extensions - a base class library for functional programming
wscli - word search CLI 🆎
mun - Source code for the Mun language and runtime.
Game-Engine-12-2013 - 🔒 Archived. Side scrolling shoot-them-up style game prototype.
swift - The Swift Programming Language
GreenLightning - High performance microservice runtime
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at