bcl
TOSIOS
bcl | TOSIOS | |
---|---|---|
7 | 7 | |
14 | 354 | |
- | - | |
9.5 | 3.8 | |
2 days ago | 29 days ago | |
Go | TypeScript | |
GNU General Public License v3.0 or later | MIT 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.
bcl
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HCL: Toolkit for Structured Configuration Languages
Another take on replacing HCL with something more sensible:
BCL https://github.com/wkhere/bcl
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Show HN: Togomak – declarative pipeline orchestrator based on HCL and Terraform
I agree with you that HCL sucks when it comes to variables.
Other thing that is funny: no user-defined functions, being unable to use function calls in string interpolations, but allowing variables... so it is like saying: we have this parser and at some points it allows expressions, at some other point not. This seems wrong.
At the same time I agree or at least understand original author's intent to squeeze HCL to maxinum. There is something appealing in HCL visual form, at least when defining resources. Maybe it's just (almost) simplest form of defining such structures that can exists.
This is why I started to work on my own format for configuration, visually similar but with different model of evaluation.
Here is the first attempt: https://github.com/wkhere/bcl
Disclaimer: I named it BCL, 'B' stands for Basic, to somehow relate to HCL and make it easily pronounced. But later I discovered that another BCL is used as Google to configure the Borg platform and seems to be massively hated ;) So I look for the better name..
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Ask HN: Show me your half baked project
I am crafting BCL, own configuration language.
https://github.com/wkhere/bcl
I started this when I was unable to squeeze certain usage patterns from HCL, like: variables living in the same scope as the file, evaluating variables in one pass with parsing, easily using external (environment) variables; plus, a simplified syntax.
The implementation is mostly done: you can defined blocks holding key-value pairs and use numerical, string and bool expressions in them. I will add lists and nested blocks.
At this very moment I am rewriting a parser from yacc-based to a Pratt top-down parser with vm, heavily inspired by the excellent book "Crafting Interpreters".
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That's a Lot of YAML
https://github.com/wkhere/bcl
Will not immediately help for all of YAML usages, but at least for defining resources in a Terraform-like style. In fact, it's already it's already helpful as a replacement for HCL in one internal project, that was a final motivation to hack it.
In a bigger picture, I have no idea how to help with YAML omnipresence in Kubernetes. More than a half of my problems in a $daily_job is how crude is consolidating a final Helm chart from different sources. I am not saying that Helm would be inherently a bad tool or my company has chosen pretty bad way of using it - I guess everyone is doing their best considering the ciscumstances. But manipulating textual templates is just too error prone, and the detection of errors happens too late. I dare to say - Kubernetes would do much better with custom format based on a C-like syntax, instead if trying to prove how cool YAML is, especially when it isn't.
- BCL - a simplified HCL-like configuration format (WIP)
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What Is Wrong with TOML?
Related:
just few days ago I crafted together some ideas i had couple of years already for a configuration language, syntactically like HCL but without HashiCorps idiosyncrasies.
Here it goes, BCL (_Basic_ Configuration Language, for a lack of better name yet), Go prototype, I can code Python port and possibly several other as well..
https://github.com/wkhere/bcl
TOSIOS
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Ask HN: Show me your half baked project
https://github.com/halftheopposite/TOSIOS: never brought the game to the "fun" part of what a game is supposed to be, but at least it serves as educational.
https://github.com/halftheopposite/graph-dungeon-generator: what was supposed to be circular graph dungeon generator, ended up being a tree dungeon generator.
https://webcursors.click - I should have spent more time thinking about solving a problem that doesn't exist and clearly you can feel that there's something missing.
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I'm an hobbyist game dev doing a survey on other game devs and need your help!
TOSIOS https://github.com/halftheopposite/TOSIOS (open source browser game)
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Where to start with online multiplayer?
Shameless promotion of an open-source project I've been working on in the last years and has attracted many beginner developers https://github.com/halftheopposite/TOSIOS.
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How do indie devs make scalable multiplayer games?
I've had a bit of experience going through this and I've maintained an open-source project for people to build their own multiplayer game or see how it works (see https://github.com/halftheopposite/TOSIOS).
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You like pirates, cannons, and sailing around the globe? Look no more! I'm looking for testers to try out my browser multiplayer game
I do not plan to open-source it for now, but I have created another open-source project named TOSIOS - The Open-Source io shooter which is using Colyseus and client-side prediction and that you can check out at https://github.com/halftheopposite/TOSIOS. I hope to make some big update to that project as well as I didn't do much on it for the past year. I also hope to write a few articles on creating multiplayer games.
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I created a procedural dungeon generator and editor in the browser
This is not a game per se, but more of an open-source toy that I plan to integrate into another of my open-source project https://github.com/halftheopposite/tosios in the incoming weeks.
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Show HN: I created a procedural dungeon generator and editor using BSP
Hello HN!
I created this hobby-project to learn more about procedural generation and decided to start with the classic but efficient Binary-Space Partitioning method. I also wanted to look at the auto-tile algorithm for the editor and renderer.
I plan to integrate this dungeon generator into my other open-source project https://github.com/halftheopposite/tosios to add more roguelike elements to it and better gameplay elements.
This generators code is also available on NPM at https://npmjs.com/package/@halftheopposite/dungeon.
What are some alternatives?
json2jsii - Generates jsii-compatible structs from JSON schemas
colyseus - ⚔ Multiplayer Framework for Node.js
yj - CLI - Convert between YAML, TOML, JSON, and HCL. Preserves map order.
super-auto-pets-db - This database website is an un-official guide and reference for the pets, food and stats from the game Super Auto Pets.
toml - Tom's Obvious, Minimal Language
dungeon - A configurable and editable dungeon generator using Binary-Space Partitioning and hand-made rooms. [Moved to: https://github.com/halftheopposite/bsp-dungeon-generator]
cue - The home of the CUE language! Validate and define text-based and dynamic configuration
LandOfTheRair - Land of the Rair is a full-blown MORPG styled like the MUDs of olde, featuring hours upon hours of gameplay.
noyaml - A silly emotional rant about the state of devops tooling/the infrastructure sector in 2018. #noyaml.com
TiledSharp - C# library for parsing and importing TMX and TSX files generated by Tiled, a tile map generation tool
filters - Collection of community-authored custom display filters for PixiJS
GMLTouch-Minecraft-2D - JavaScript Minecraft 2D (cross-platform)