proposals
CnC_Remastered_Collection
proposals | CnC_Remastered_Collection | |
---|---|---|
43 | 22 | |
980 | 18,310 | |
1.4% | 0.3% | |
6.5 | 0.0 | |
23 days ago | almost 2 years ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
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.
proposals
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WASM Instructions
Block only. There’s a tail call proposal[1] that’s in phase 4 (nearly standardized).
[1]: https://github.com/WebAssembly/proposals
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Extism Makes WebAssembly Easy
While it'd be a nice addition, I wouldn't expect it any time soon.
It's currently still a stage 1 proposal, while we've been waiting for years for other proposals to be merged. The last time a proposal was actually finished was over 2 years ago.
https://github.com/WebAssembly/proposals
https://github.com/WebAssembly/proposals/blob/main/finished-...
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Show HN: Unity like game editor running in pure WASM
Do you know anything about any WASM developments that will enable pure WASM interaction with browser's Web-APIs at no or at a low cost without the JS layer? I'm looking at https://github.com/WebAssembly/proposals and it's very confusing. There are type imports, almost complete GC proposal(which apparently only for GCd languages, but not for anything browser<->wasm), the component model(which looks and sounds as something not for the browser use case), JS String Builtins (which will provide faster JS strings, but not DOM) and ECMAScript module integration (which will turn WASM modules into ES modules, but Web-APIs aren't ES modules so no luck). Sometimes I read contributor interactions and it looks as if providing such functionality isn't their priority or even in their plans, and WASI + component model for cloud and similar use cases are more important.
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Haskell WebAssembly in the Browser
It's already in Phase 4, so close: https://github.com/WebAssembly/proposals#phase-4---standardi...
- WASM typed function references and GC are in standardization
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WASI Support in Go
Threads are Phase 3
https://github.com/WebAssembly/proposals
You can also check out:
https://webassembly.org/roadmap/
And for Go, the proposal project on Github has many interesting conversations from the devs.
And as a reminder to anyone interested in using Go WASM, it’s experimental and does not come with the same compatibility promise as Go itself:
https://github.com/golang/go/wiki/WebAssembly
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Learn WebAssembly by writing small programs
GC proposal is from 2018: https://github.com/WebAssembly/proposals/issues/16 and there’s code: https://github.com/WebAssembly/gc/blob/master/proposals/gc/O...
Seems like an awefully long time for progress to be made, given all the possibilities it would unlock.
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Directly compiling Scheme to WebAssembly: lambdas, recursion, iteration
The proposal was recently bumped to stage 4 (the penultimate stage) with at least a couple of runtimes working on implementing (besides v8, which has supported it for quite awhile now)
https://github.com/WebAssembly/proposals
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How do Rust WebAssembly apps free unused memory?
But basically it boils down to the memory control proposal, which can be found here and is not very far along; Webassembly proposals lists it in stage one.
- New video! 2022 in Programming Languages
CnC_Remastered_Collection
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Well it’s happened again…
That's just a clone game though. And the originals were actually made open source with the release of the remaster.
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Is it possible to see the code of 90s computer games?
Not most, but quite a few legendary ones were released in a "source available engine, paid maps" kind of way. Check out Id Software's github for a couple versions of DOOM, Quake and Wolfenstein. EA has released Command & Conquer's source code (here).
- i found kanes dog
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RedEdit 98 Pro Is Back After 25 years...
You could just look through the source code and see if you can spot anything though.
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How to smooth and spread A* paths for an RTS
If anyone curious about some historic examples here is the pathfinding code from the C&C/Red Alert games
>The path algorithm works by following a LOS path to the target. If it collides with an impassable spot, it uses an Edge following routine to get around it. The edge follower moves along the edge in a clockwise or counter clockwise fashion until finding the destination spot. The destination is determined by Find_Path. It is the first passable that can be reached (so it will handle the doughnut case, where there is a passable in the center of an unreachable area).
https://github.com/electronicarts/CnC_Remastered_Collection/...
https://github.com/electronicarts/CnC_Remastered_Collection/...
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Silicon Valley layoffs aren’t just a cost-cutting measure. They’re a culture reset.
That being said bespoke development being done badly is the source of horror stories. It's like old games C++ being notoriously "horrible garbage hacks" and yet, code like this or this is very well documented and not bad.
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OpenRA: Open-source RTS game engine for games such as Command and Conquer
What do you more than this? https://github.com/electronicarts/CnC_Remastered_Collection
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Mod creator here - having trouble updating a mod on the steam workshop
I merged the upstream branch of the source code into my mod branch, did a new build, moved teh required files into the mod folder and confirmed the mod worked locally.
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The source code to Wipeout has been released / leaked. "For educational and preservation purposes."
The source is wrapped up in DLLs so it can run in their frontend, but all of the old game source is there: https://github.com/electronicarts/CnC_Remastered_Collection
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Creationist Claims I Don't Understand: The Necessity For a Wholly (or Mostly) Functional Genome
As a specific example, the code for the Command & Conquer video games was released by Electronic Arts awhile back. Looking at some of the code for C&C: Red Alert (https://github.com/electronicarts/CnC_Remastered_Collection/tree/master/REDALERT), I was struck by how many comments were included. For example, this is a snippet from one of the source files (HOUSE.CPP):
What are some alternatives?
binaryen - DEPRECATED in favor of ghc wasm backend, see https://www.tweag.io/blog/2022-11-22-wasm-backend-merged-in-ghc
shapez.io - shapez is an open source base building game on Steam inspired by factorio!
expresscpp - Fast, unopinionated, minimalist web framework for C++ Perfect for building REST APIs
OpenRA - Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X.
buttplug-rs - Rust Implementation of the Buttplug Sex Toy Control Protocol
cncra2yr-snap - Unofficial C&C: Red Alert 2 Yuri's Revenge soaked in WINE and Snapped for Linux
interface-types
ra2 - A Red Alert 2 mod for the OpenRA game engine
ruffle - A Flash Player emulator written in Rust
viewtouch - ViewTouch Point of Sale (PoS) - official
reference-types - Proposal for adding basic reference types (anyref)
cannonball - Cannonball: An Enhanced OutRun Engine