dali
shotcaller
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dali | shotcaller | |
---|---|---|
2 | 16 | |
70 | 141 | |
- | - | |
0.0 | 7.3 | |
about 1 year ago | almost 3 years ago | |
Nim | Rust | |
GNU Affero General Public License v3.0 | 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.
dali
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Compiling Rust for .NET, using only tea and stubbornness
Tangentially related, I've written a barebones assembler for Android .apk files once (strictly speaking, the assembler is for .dex files, but it also comes with a set of tools to package and sign .apk files). It's written mainly in Nim and provides enough primitives to allow creating Java "stubs" for native .so libraries, so that .apk-s can be built in Nim WITHOUT JDK AT ALL. The Android NDK is still kinda needed/useful, though IIRC mainly for access to adb, and especially adb logcat (which you'll need A LOT for debugging if you try to use this contraption).
I'd love to One Day™ Rewrite It In Rust.
The .dex assembler itself is at: https://github.com/akavel/dali — you may like to check out the tests at: https://github.com/akavel/dali/tree/master/tests to see how using it looks like.
An example project with a simple .apk written purely in Nim (NO JDK) is at: https://github.com/akavel/hellomello/tree/flappy (unfortunately, given Nim's poor packaging story, it's most probably already bitrotten to the extent that it can't be quickly and easily built & used out of the box). I recorded a presentation about this for an online Nim conference — see: https://www.youtube.com/watch?v=wr9X5NCwPlI&list=PLxLdEZg8DR...
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What is your “I don't care if this succeeds” project?
https://github.com/akavel/dali was one (a fully hand-written assembler for Android .apk files); I managed to write a rudimentary flappy-bird-like prototype in it and did a presentation: https://www.youtube.com/watch?v=wr9X5NCwPlI&list=PLxLdEZg8DR... but on shelf now, didn't get much attention, and I don't feel bad about it. Had some roadblocks, but managed to overcome them, and I'm honestly surprised how the core effort was basically easy to implement and how the formats were open and relatively simple. (The main real issues I had were that debugging via adb logs was tiresome when something was not working.) What was funny about this project was that I started it with basically a thought of: "there will be probably some annoying roadblock at some point that will make it unviable to continue; I accept that and will be ok with stopping once I stumble upon it; but I don't see one clearly from the start [I did some quick initial research how the formats & the bytecode look and they seemed rather simple], and I'm really curious how far I can get if I decide to not think about this possible roadblock". Turns out I was able to get all the way to the end :D
shotcaller
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Building Game Features Together: New Release!
As for a project using these, see: https://github.com/amethyst/shotcaller and https://github.com/jojolepro/minigene :)
- Shotcaller micro-input for bot scripts
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Roguelike Tutorial and bracket-lib joins Amethyst
We do indeed intend to be on the lookout for such opportunities for standardization. Our main R&D project in this regard is Shotcaller, which is made with bracket-lib by people who have previously worked with Amethyst Engine.
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Are we game yet? – A guide to the Rust game development ecosystem
https://github.com/amethyst/shotcaller
We’re happy to help any newcomers along on our Discord: https://discord.gg/qvJyTYM
- Initial 5 Leader lineup + pawn completed in Shotcaller
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What is your “I don't care if this succeeds” project?
I’m building a minimalistic, 1v1 MOBA game (Dota/LoL) that’s all about grand strategy at the macro level, like chess. It is designed from scratch to accommodate AI development.
OpenAI gave up after beating 99% of players in a limited version of DOTA2. They essentially just figured out how to out-micro human players. We want to let players play alongside AI assistance, like a racing car driver backed up by their team of mechanics and engineers.
https://github.com/amethyst/shotcaller
- Shotcaller wip art pass for v0.5
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Shotcaller MOBA-game v0.4.0 – New leaders & UI
Make a new 🦹 Leader or 📦 Item!
Make a new 🦹 Leader or 📦 Item!
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Chris “HuK” Loranger's Thoughts on RTSes
I’m working on one such modern RTS game: https://github.com/amethyst/shotcaller
It’s a MOBA-style game that is played 1v1, with the 5 “players” on each side controlled by autonomous bots. This design accommodates AI development as part of the sport, much like a F1 driver and their team of engineers and mechanics.
The game is written in Rust and will use WASM for scripting to accommodate a wide range of languages for both game modding and AI code. While it’s only 1v1 in its initial iteration, I agree that there’s immense value in cooperative and more micro-level play, so we do intend to incrementally move towards that as an alternative game mode.
I’d love to chat more with anyone interested in this particular design or RTS/MOBAs in general. You can find my email on my GitHub.
What are some alternatives?
hellomello - Experiments with writing Android apps in Nim
listudy - Listudy - chess training server
FactGraph - FactGraph monorepo (backend + frontend + landing page + blog)
VimMode.spoon - Adds vim keybindings to all OS X inputs
data_engineering_on_gcp_book - A book describing how to set up and maintain Data Engineering infrastructure using Google Cloud Platform.
electron-browser-shell - A minimal, tabbed web browser with support for Chrome extensions—built on Electron.
go-plugin - Golang plugin system over RPC.
vopono - Run applications through VPN tunnels with temporary network namespaces
clr_lite
fingine - A personal finance simulation engine in Rust.
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.