|6 months ago||over 9 years ago|
|BSD 3-clause "New" or "Revised" License||BSD 3-clause "New" or "Revised" License|
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Tracking mentions began in Dec 2020.
Show HN: Making a Falling Sand Simulator
3 projects | news.ycombinator.com | 8 May 2022
If you want more performance, falling sand simulators can further be made parallel by implementing them using Margolus Neighbourhoods, as in Falling Turnip: https://github.com/tranma/falling-turnip
The idea is that a single iteration divides the world into 2x2 squares and then applies effects sequentially within each square, but not between the squares. This means each square can be processed independently. In the next iteration, the division into squares shifts right and down by one cell each direction. This does mean you need more steps than in a sequential implementation, but I found it to be quite a principled approach to parallelizing cellular automata when I first read about it. One interesting side effect of this design is that falling particles end up being separated by blank space, as shown here: https://futhark-lang.org/static/falling-sand-2016.12.04.webm I wonder if that is fixable.
What are some alternatives?
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
postgresql-simple-url - Heroku helpers for pulmurice server
Monadius - 2-D arcade scroller
werewolf - A game engine for running werewolf in a chat client
freekick2 - A simple soccer game
call - Not an insufficient game engine
tateti-tateti - Meta tic-tac-toe ncurses game.
Nomyx - The Nomyx game
dominion - A Dominion simulator in Haskell
hsudoku - A native gtk sudoku game written in haskell
battleships - Angewandte Funktionale Programmierung
hoodie - A toy roguelike game in Haskell