Apache Ant
tinyraycaster
Our great sponsors
Apache Ant | tinyraycaster | |
---|---|---|
9 | 5 | |
405 | 1,839 | |
0.7% | - | |
7.7 | 0.0 | |
9 days ago | about 5 years ago | |
Java | C++ | |
GNU General Public License v3.0 or later | Do What The F*ck You Want To Public License |
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.
Apache Ant
-
My final take on Gradle (vs. Maven)
-- https://ant.apache.org/
-
Want to Get Better at Java? Go Old School.
I will not suggest truly old-school Java programming. When I started in Java, we built Java classes with the javac command. This led to writing shell scripts to build complex projects and finally, Makefiles using the Unix and Windows commands make and nmake respectively. I remember being thrilled when the Ant utility came out and we had a pure Java build tool.
-
I am about to write my first code but god has a different plan.
Didn't know that people still use Ant for building their source code.
-
Better CI/CD caching with new-gen build systems
A build system is a program that orchestrates the execution of underlying tools such as compilers, code generators, test runners, linters and so on. Examples of build systems include the venerable Make, the JVM-centric Ant, Maven and Gradle, and newer systems such as Pants and Bazel (full disclosure: I am one of the maintainers of Pants).
-
Build error when running 'nix build', running build steps by hand with 'nix develop' works
You are missing a dependency: antlr. You have ant instead, which is something completely different.
-
QZ Tray: Impressão em impressoras térmicas pelo navegador
3) Recomendo realizar o download do JDK 7 ou superior, Apache Ant e Open SSL;
-
what are the best resources to learn makefile and how to understand large codebases
make has many detractors, but I've shipped some fairly large projects using nothing but it as the build system. Once you've settled on a particular implementation of make, you can get a lot done with it. The pain comes in when you want to do even modestly interesting things and you need it to work on both GNU make and SysV (or BSD) make. Its syntax also speaks loudly as to the era which it's from, but the same could be (unfavorably) said of things like Visual Studio project files and Ant.
tinyraycaster
- Can someone please explain how old school pseudo 3D dungeon crawlers were made?
-
Finding Your Home in Game Graphics Programming
That sounds like a fun challenge. If you're constraining yourself to use as few libraries as possible, I'd go with OBJ [1] for the 3d mesh and PPM [2] for writing images. It's easy to implement a bare bones reader/writer and some OSes (like macOS) can show them in the file browser. Raytracing in One Weekend goes over PPM. There are a bunch of header-only libraries that handle different file formats like stb_image [3]. I usually end up using those when I start dealing with textures or UI elements. I don't use Windows so I haven't used their APIs for projects like this. I'd usually go for imgui or SDL (like you mentioned). tinyracaster, a sibling project of tinyrenderer, touches on those [4]. I liked LazyFoo's SDL tutorial [5]. Good luck!
[1] https://en.wikipedia.org/wiki/Wavefront_.obj_file
[2] https://en.wikipedia.org/wiki/Netpbm#PPM_example
[3] https://github.com/nothings/stb
[4] https://github.com/ssloy/tinyraycaster/wiki/Part-4:-SDL
[5] https://lazyfoo.net/tutorials/SDL/index.php
-
How do 2.5D games work?
I haven’t followed this one but I did follow another of his tutorials and that was good, here is ssloy’s tinyraycaster: https://github.com/ssloy/tinyraycaster/wiki
-
what are the best resources to learn makefile and how to understand large codebases
Don't just jump into the source file , read the make file first, from there you'll know how main file is dependent on other files , and start with the .h(header files as they'll give a basic idea what their corresponding .cpp file do and yeah start with small Repos first as they are easier to understand like this one.
-
Game Development With Windows 95
I believe this wiki page can walk you through a retro style raycaster engine: https://github.com/ssloy/tinyraycaster/wiki
What are some alternatives?
Apache Maven - Apache Maven core
UnityCsReference - Unity C# reference source code.
Google Web Toolkit - GWT Open Source Project
pymake - Parse GNU Makefiles with Python. Work in progress!
Quartz - Code for Quartz Scheduler
bitmappers-companion - zine/book about bitmap drawing algorithms and math with code examples in Rust
cglib - cglib - Byte Code Generation Library is high level API to generate and transform Java byte code. It is used by AOP, testing, data access frameworks to generate dynamic proxy objects and intercept field access.
raylib - A simple and easy-to-use library to enjoy videogames programming
Gradle - Adaptable, fast automation for all
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
Graphics - Unity Graphics - Including Scriptable Render Pipeline