VoxelSpace
micro-editor
VoxelSpace | micro-editor | |
---|---|---|
20 | 227 | |
5,794 | 23,947 | |
- | - | |
0.0 | 9.4 | |
about 1 year ago | 2 days ago | |
C | Go | |
MIT License | MIT License |
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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.
VoxelSpace
- VoxelSpace – Terrain rendering algorithm in less than 20 lines of code
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I made a proof of concept 2.5d engine (Download in comments)
This uses the "Voxel Space algorithm" used in 1992s Comanche to get a faux 3d terrain. Based on the code from here with some optimizations to get a reasonable FPS.
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Voxel Space Engine: Comanche Terrain Rendering
Reminds me of this: https://github.com/s-macke/VoxelSpace
Another implementation to play around with here; this one's not DOS but web based though.
- Terrain rendering algorithm in less than 20 lines of code
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The Genius of Binary Space Partitioning in Doom
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
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Infinite procedural terrain generated in Godot3D
The heightmap I've been manipulating may also be familiar to you, but not for the same reason, because it's terrain data of Mt. Fuji. I'm thinking of heightmap files instead of infinite noise, mixing the perks of ray-based rendering insights with a manageable early-'90s-style aesthetic and conventional level design. An erosion simulation could be preprocessed with a seamless OOB margin in that context too.
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Voxel space and WGPU troubles
I wrote a voxel space implementation in Rust some time ago using SFML, and now am trying to move it to WGPU in order to learn how GPUs work better and perhaps solve a horizontal lines glitch I've got.
- Rustenstein 3D: Game programming like it's 1992
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Voxel rendering using pixel columns.
Recently, I’ve been getting into voxel rendering, and I’ve been thinking of a way of extending the voxel space algorithm. https://github.com/s-macke/VoxelSpace
micro-editor
- Ask HN: What software sparks joy when using?
- Modeless Vim
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Essential Command Line Tools for Developers
To see more screenshots of micro, showcasing some of the default color schemes, see here.
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Go: What We Got Right, What We Got Wrong
Not sure these are really popular, but I cannot resist advertising a few utilities written in Go that I regularly use in my daily workflow:
- gdu: a NCDU clone, much faster on SSD mounts [1]
- duf: a `df` clone with a nicer interface [2]
- massren: a `vidir` clone (simpler to use but with fewer options) [3]
- gotop: a `top` clone [4]
- micro: a nice TUI editor [5]
Building this kind of tools in Go makes sense, as the executables are statically compiled and are thus easy to install on remote servers.
[1]: https://github.com/dundee/gdu
[2]: https://github.com/muesli/duf
[3]: https://github.com/laurent22/massren
[4]: https://github.com/xxxserxxx/gotop
[5]: https://github.com/zyedidia/micro
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Text Editor: Data Structures
> The worst way to store and manipulate text is to use an array.
Claim made from theoretical considerations, without any actual reference to real-world editors. The popular Micro[1] text editor uses a simple line array[2], and performs fantastically well on real-world editing tasks.
Meanwhile, ropes are so complicated that even high-quality implementations have extremely subtle bugs[3] that can lead to state or content corruption.
Which data structure is "best" is not just a function of its asymptotic performance. Practical considerations are equally important (arguably more so).
[1] https://github.com/zyedidia/micro
[2] https://github.com/zyedidia/micro/blob/master/internal/buffe...
[3] https://github.com/cessen/ropey/pull/67
- A nano like text editor built with pure C
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A simple guide for configuring sudo and doas
There are two main ways to configure sudo.The first one is using the sudoers file.It is located at /etc/sudoers for Linux,and /usr/local/etc/sudoers for FreeBSD respectively.The paths are different,but the configuration works in the same way. A typical sudoers file looks like this. The sudoers file must be edited with the visudo command,which ensures the config is free of errors.Running this command as the root user will result in opening vi by default.If you want to use a different editor you can set the VISUAL environment varaible to the editor you want. For example,if you want to use micro as the text editor run:
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what terminal emulator do you use and why?
found that micro has dedicated info page for copy paste
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Microsoft is exploring adding a command line text editor into Windows, and it wants your feedback
micro: winget install zyedidia.micro
- What is the best basic ass text editor?
What are some alternatives?
DIYDoom - An attempt to understand how DOOM engine works
helix - A post-modern modal text editor.
GameBoy-Advance-3D-voxel-space-demo - A custom 3D voxel space engine tech demo for the GameBoy Advance
filemanager-plugin - A file manager plugin for the editor "Micro"
Descent-2 - The Descent 2 source code.
kakoune - mawww's experiment for a better code editor
rustenstein - Wolfenstein 3D port written in Rust
xclip - Command line interface to the X11 clipboard
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book
vim-surround - surround.vim: Delete/change/add parentheses/quotes/XML-tags/much more with ease
Portal-Raycaster - A software portal rendering game engine
editorconfig-core-go - EditorConfig Core written in Go