ZQuestClassic
sccache
ZQuestClassic | sccache | |
---|---|---|
11 | 71 | |
450 | 5,347 | |
0.0% | 1.3% | |
9.9 | 9.4 | |
5 days ago | 5 days ago | |
C++ | Rust | |
GNU General Public License v3.0 only | Apache License 2.0 |
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.
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
sccache
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Speeding up C++ build times
Use icecream or sccache. sccache supports distributed builds.
https://github.com/mozilla/sccache/blob/main/docs/Distribute...
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Mozilla sccache: cache with cloud storage
Worth noting that the first commit in sccache git repository was in 2014 (https://github.com/mozilla/sccache/commit/115016e0a83b290dc2...). So I suppose that what "happened" happened waay back.
- Welcome to Apache OpenDAL
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Target file are very huge and running out of storage on mac.
If you have lots of shared dependencies, maybe try sccache?
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S3 Express Is All You Need
I'm going to set up sccache [0] to use it tomorrow. We use MSVC, so EFS is off the cards.
[0] https://github.com/mozilla/sccache/blob/main/docs/S3.md
- sccache
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Serde has started shipping precompiled binaries with no way to opt out
I think the primary benefit of pre-built procmacros will be for build servers which don't use a persistent cache (like sccache), since they have to compile all dependencies every time. But IMO improved support for persistent caches would be a better investment compared to adding support for pre-built procmacros.
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Cache dependencies across crates
Checkout https://github.com/mozilla/sccache
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Distcc: A fast, free distributed C/C++ compiler
https://github.com/mozilla/sccache is another option which addresses the use cases of both icecream and ccache (and also supports Rust, and cloud storage of artifacts, if those are useful for you)
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How to fix Rust Coding LARGE files????
That being said a compilation cache, eg the de-facto standard for Rust: sccache (https://github.com/mozilla/sccache) will help to compile and store some of the build artifacts centralized - still for each crate version + build profile (RUSTFLAGS) combination.
What are some alternatives?
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