ZQuestClassic
stronglytyped
ZQuestClassic | stronglytyped | |
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11 | 1 | |
450 | 0 | |
0.0% | - | |
9.9 | 7.7 | |
5 days ago | 8 months ago | |
C++ | OCaml | |
GNU General Public License v3.0 only | - |
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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
stronglytyped
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Ask HN: Show me your half baked project
https://github.com/rdavison/stronglytyped
This is a keyboard layout generator with support for multiple layers and punctuation optimization. This project is half baked because I can't figure out a set of weights to make it generate great layouts (it generates decent layouts, but not any layouts which are :chefskiss:). Also, at some point I would like to move the analysis away from dealing with floating point numbers and move it towards integers.
The design is quite interesting because it uses Jane Street's Incremental library to heavily cache intermediate results. As the generator is running, it tries random swaps and then re-evaluates the score. Oftentimes a swap will affect one part of the keyboard, but not the other... for instance if you swap two keys on the left hand, then it will not affect anything on the right hand. In that case, this tool will only recompute the parts that changed instead of recomputing the entire layout.
I still haven't done any benchmarking to see if this _actually_ improves performance, or whether it just makes me feel better. :)
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