bracket-lib
rot.js
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bracket-lib | rot.js | |
---|---|---|
27 | 20 | |
1,449 | 2,299 | |
1.7% | - | |
0.0 | 3.8 | |
2 months ago | 28 days ago | |
Rust | JavaScript | |
MIT License | BSD 3-clause "New" or "Revised" 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.
bracket-lib
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Does anyone care about CLI/TUI games?
I think having to use a terminal is the scary part for many people. rltk/bracket-lib can be used to get a similar look and feel if that's what's important, but it is geared toward roguelikes.
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Minimal 2D library for games? I'm struggling a bit to settle on one to learn.
Maybe bracket-lib from the amethyst authors? Iām currently working through that book and find the library quite intuitive and simple to use. It started out as a toolkit for rouge-like games but has been getting more general. On that note, I recommend the hands-on-rust book which teaches rust concepts while building games with bracket-lib. As you have read the book, Iām sure you would get through the first chapters quickly.
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Bevy ECS or custom implementation?
https://github.com/amethyst/bracket-lib has a great integration with Bevy, designed for exactly this sort of thing.
- Turn-based game - architecture feedback/opinons
- libtcod use 8x8 font but scaled up to 16x16?
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How difficult could it be to make a console program that looks like this and has a game loop running on a separate thread? Any suggestions or crate recommendations are welcome!
I've been doing some experiments with terminal based games and landed on https://github.com/amethyst/bracket-lib It's not exactly terminal based in the sense that it actually runs on OpenGL by default. But that's a plus imho because dealing with the bits of the terminal window that can change outside of your control (like fonts, window resize, etc) is a giant pita. It does let you swap the backend to run on crossterm if that's what you really want to do but if what you're after is the aesthetic like I am having bracket_lib handling all that makes life so much better.
- Rendering TUI To Web
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Sharing Saturday #420
Bracket-Lib for Bevy Github
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Sharing Saturday #418
Bracket-Terminal/RLTK for Bevy Github Branch | Twitter | Patreon
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Sharing Saturday #416
bracket-lib šš» (using this now)
rot.js
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New Project -Help me decide on a Framework/ Library
I can recommend rot.js. It offers both ascii and tileset support.
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I'm trying to create a very basic outline for how to create a roguelike map generator (nothing else), but I'm struggling.
ROT.JS is a great library for making quick roguelikes and being in javascript means you can inspect the code. It has a number of map generation algorithms that you can mess around with to make interesting dungeons. https://ondras.github.io/rot.js/hp/
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[2023 in RoguelikeDev] Lost Gardens of the Stone Heart
Lost Gardens of the Stone Heart is a browser game in traditional ASCII style, written in Javascript with the ROT.js and Tracery libraries. Or, at least, it will be when it reaches that magic critial mass of features and things actually happening and coalesces into something deserving the adjective.
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Introducing From Stardust (a roguelike made in JavaScript)
- https://github.com/ondras/rot.js
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The base for the RogueLike game with ROT.js
The code is Open Source (like everything on CodePen) and anyone can modify the game to add more features. I just want to share it here so someone maybe will create something more fun with it. It uses ROT.js library. Note that the code was created quite some time ago and it's written in ES5 version of JavaScript.
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[rot.js]: highlight a hex (border color)
I've been looking through the rot.js source, but it doesn't seem like it's currently possible to change the border color of a hex. Does anyone have experience with this?
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Doing a ROT.js version of the libtcod tutorial. Part 0 up now.
Surprising. I've not used rot.js but I haven't found Canvas too bad for a real time game I'm working on (60 fps with 50x25 onscreen tilemap on my phone). ROT also has a WebGL backend available.
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Sharing Saturday #414
Thanks! I am using [rot.js](https://ondras.github.io/rot.js/hp/) map generation primitives and then layering stuff on top of that. I'll probably introduce an "outside" at some point with caves and forests you can explore.
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I made a daily roguelike game that works like Wordle
I used ClojureScript and ROT.js to build it.
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JS vs Godot for a Roguelike?
It sounds like you want something high scope. However, if you're asking what engine you should use then it sounds like you haven't got a prototype yet. Which would be faster to make in Javascript - there's libraries like ROT.jd to speed things up.
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
innit - A roguelike game where you play a micro organism inside a larger organism!
Amethyst - Data-oriented and data-driven game engine written in Rust
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
emacs-ng - A new approach to Emacs - Including TypeScript, Threading, Async I/O, and WebRender.
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
react-roguelike - A roguelike game built with React and TypeScript.
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
Rust-HTML-roguelike - Rust WASM + HTML roguelike
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.