VTerminalPaletteEditor
libtcod
VTerminalPaletteEditor | libtcod | |
---|---|---|
2 | 23 | |
0 | 912 | |
- | 1.5% | |
0.0 | 7.8 | |
over 3 years ago | 3 months ago | |
Java | C | |
Apache License 2.0 | BSD 3-clause "New" or "Revised" License |
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VTerminalPaletteEditor
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Sharing Saturday #354
Going forward, I'd like to focus on writing a tutorial to explain how palettes work and how to create them using the VTerminal Palette Editor. My next goals after that are to continue preparing material for the tutorial series, increasing test coverage, possibly creating a logo for the project, and to continue writing additional guides as necessary.
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What abstractions or strategies does your codebase use to separate the interface from the game logic?
If you're not used to reflection, the code is going to seem a bit mind-bending at first, but it works quite well. I'm still experimenting with it as well, but I was able to write a working program with it.
libtcod
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Sharing Saturday #459
libtcod | GitHub | Issues | Forum | Changelog | Documentation | Template
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Game screen: write terminal emulator or use libtcod?
Libtcod itself uses SDL2. It maps tile glyphs to a texture atlas and maps Unicode codepoints to tile positions. Then it has another data structure called a console which has the background color, foreground color, and codepoint for each tile on that console. It then uses SDL_RenderGeometry to quickly render the background and colored glyphs to an SDL texture, skipping unchanged tiles as an optimization, then renders that texture to the window. The C99 source is here: renderer_sdl2.h renderer_sdl2.c, a C++ version would surely look better.
- Sharing Saturday #440
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what minor tech projects do you absolutely adore?
libtcod has always been a favorite of mine. Does a lot of things to zero fanfare outside the indie roguelike scene.
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Sharing Saturday #427
I've ended up recovering the old 1.3.2 to 1.5.0 builds of libtcod. You can find them on the GitHub releases page. Most of, maybe all of the other places which had these builds are down, but thankfully Jice still had copies of these builds.
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 3
FoV is a port from C -> Java of the algorithm found here
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Sharing Saturday #413
libtcod | GitHub | Issues | Forum | Changelog | Documentation | Template
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SRiC ("Simple" Roguelike in C) has stairs now, and multiple floors!
Hey man, I don't wanna piss in your cherrios if you're intentionally doing it all the hard way, but you know about tcod right? https://github.com/libtcod/libtcod/
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libtcod roguelike C tutorial?
Browsing the repo, looks like it has a full C only API, https://github.com/libtcod/libtcod/blob/master/src/libtcod/libtcod.h
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The 7DRL Challenge 2022 is announced! Create a complete roguelike game in 7 days.
libtcod support for terminals is in progress at least for ANSI true colour, and I have a minimal compatibility layer for UNIX only.
What are some alternatives?
cldr - The home of the Unicode Common Locale Data Repository
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
SDL - Simple Directmedia Layer
ashley - A Java entity system inspired by Ash & Artemis.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
spellweaver-7drl - 7DRL 2021
BrogueCE - Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game
VController - A helper library for JInput which makes it easy to automatically poll for controller input, connection, and disconnection events and notify listeners when they occur.
notcurses - blingful character graphics/TUI library. definitely not curses.
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
C++ Format - A modern formatting library