bpaf
space-nerds-in-space
bpaf | space-nerds-in-space | |
---|---|---|
21 | 26 | |
315 | 714 | |
- | - | |
9.1 | 8.7 | |
6 days ago | about 2 months ago | |
Rust | C | |
- | GNU General Public License v3.0 only |
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.
bpaf
- bpaf – Command line parser with applicative interface
-
Crate to print tables in CLI in a lazy fashion?
If you want to make smart decisions depending on widths of the cells - you have to consume the whole iterator to see what is the widest cell out there, it could be the last one for example. During that iteration you'll want either to store the values somehow or store preformatted bits in a string - something like this https://github.com/pacak/bpaf/blob/master/src/buffer.rs
- The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
-
Announcing clap-markdown — automatically generate Markdown docs for clap command-line tools
bpaf does it here, giving access to primitives like "dump names of this parser" or "dump help for this subparser": https://github.com/pacak/bpaf/blob/semantic/src/docugen.rs
-
Branching based on the return type of a function/closure argument
https://github.com/pacak/bpaf/blob/master/src/from_os_str.rs - a concrete example
- cargo + dynamic shell completion = cauwugo
-
Yet another command line argument parser: bpaf 0.6.0
https://github.com/pacak/bpaf/issues/50 - I would appreciate some feedback from a new user on naming conventions used - there or here is fine.
-
Design comparison of clap and bpaf (arg parsers)
Most of the code change is here: https://github.com/pacak/bpaf/pull/57 https://github.com/pacak/bpaf/pull/60
-
Yet another command line argument parser: bpaf 0.5.5
Something like this, handles example from the ticket at least (sans hex digits) https://github.com/pacak/bpaf/blob/master/examples/sensors.rs
-
Yet another command line argument parser: bpaf 0.5.2
see https://github.com/pacak/bpaf/blob/rc-0.5.5/examples/custom_usage.rs
space-nerds-in-space
-
Source code for a 1977 version of Zork
I don't know if this counts, but I wrote a parser for "the ship's computer" in my game, "Space Nerds in Space". It's described here: https://scaryreasoner.wordpress.com/2016/05/14/speech-recogn...
I also wrote some toy "interactive fiction" things (with less sophisticated parsers) in python and Lua as a way to gain familiarity with those languages, not that they are very interesting in and of themselves, though they demonstrate a fairly standard technique behind these kinds of games in a compact way.
https://github.com/smcameron/smcamerons-python-adventure
https://github.com/smcameron/space-nerds-in-space/blob/maste...
- Space Nerds in Space
-
Real-Time Collision Detection by Christer Ericson; What's on the CD?
I have this book, which I got about 10 years ago, and found it very helpful when writing my own (primitive, not even close to state of the art) game in C, and I have recommended this book to others on reddit many times over the years. My copy of the book still has the CD inside, never opened. I never looked at it, mainly because I found there's no need, the algorithms are not very long for the most part, and I needed to understand them and fit them into my codebase anyway.
-
Friday Post: What is something you made or solved in C that you are proud off?
Space Nerds in Space - multi-player starship bridge simulator so you can captain your starship through adventures with your friends.
-
The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
Space Nerds in Space (github) is an open source spaceship bridge simulator so you can captain your starship through space adventures with your friends. Each player mans a station on a simulated starship. There are stations for Navigation, Weapons, Engineering/Damage Control, Comms, Science, and a gamemaster station. It's written in C, with a Lua API for writing "mission scripts". Multiple starships can be present in the simulation at once if you can manage to gather enough friends to crew them. It even supports speech recognition and natural language parsing if you're so inclined.
-
How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
-
What advantage is there of mixing a scripting language with C?
As an example, I made this game which is basically a multiplayer star trek game where each player is a member of the crew of a spaceship. There are "scenarios" -- little missions -- that are coded in Lua, some written by me, some by other people. You can see them here: https://github.com/smcameron/space-nerds-in-space/tree/master/share/snis/luascripts/MISSIONS There's a Lua API my game provides described here: https://github.com/smcameron/space-nerds-in-space/blob/master/doc/lua-api.txt
-
A game server in C
Not an MMORPG, just a LAN game really, but my spaceship bridge simulator Space Nerds in Space is open source (GPL2) and in C. The network server architecture is pretty simple, TCP, and a read thread and a write thread per client, which would be a bad design if there were a large number clients, but for less than 30 or so clients (realistic number of clients is 5-10, leaning towards 5), it's absolutely fine (KISS principle). There's some documentation about how it all works here: Hacking on Space Nerds in Space and the website for the game is here: https://spacenerdsinspace.com
-
How Much to Build a Bridge Set?
Continued this discussion on github: https://github.com/smcameron/space-nerds-in-space/discussions/322
-
any tips on going open-source with our indie game?
I have an open source game project I've been working on since 2012 or so. I have received patches from 23 people during that time. Maybe 4 or 5 have made significant contributions (more than drive-by bug fixes, and I'm counting myself in those numbers). Well, you can take a look for yourself and see how the contribution graphs look
What are some alternatives?
clap-rs - A full featured, fast Command Line Argument Parser for Rust
pioneer - A game of lonely space adventure
rustc-dev-guide - A guide to how rustc works and how to contribute to it.
kernel - All linux kernel things
argparse-benchmarks-rs - Collected benchmarks for arg parsing crates written in Rust [Moved to: https://github.com/rosetta-rs/argparse-rosetta-rs]
sysidentpy - A Python Package For System Identification Using NARMAX Models
cargo-supply-chain - Gather author, contributor and publisher data on crates in your dependency graph.
Kernel - Kernel for the LuaOS operating system
rust-argparse - The command-line argument parser library for rust
snis-builder - Container to build space-nerds-in-space
argparse-rosetta-rs - Comparing argparse APIs
linux - Linux kernel source tree