copygen
space-nerds-in-space
copygen | space-nerds-in-space | |
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14 | 26 | |
331 | 714 | |
- | - | |
0.0 | 8.7 | |
about 2 months ago | about 2 months ago | |
Go | C | |
GNU General Public License v3.0 only | 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.
copygen
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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!
Copygen is a type-based code generator for the Go programming language. Copygen allows developers to generate type-to-type copy functions out-of-the-box without reflection (why?), but it can also be used to generate code. As an example, disgo is a performant, secure, and thread-safe Go Discord API Wrapper that uses Copygen with dasgo to achieve feature completion.
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sqlc patterns in production
An alternative is to use a reflection based struct copier library or a codegen struct copier library
- How Disgo Used Copygen to Generate 10,000 Lines Of Code
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What is Disgo? An In-Depth Look.
Disgo is the only Go API Wrapper using a maintainable approach to become feature complete. Disgo is the only Go API Wrapper to provide OAuth2 flows. Disgo is the only wrapper to define API definitions (objects, requests, commands) as structs, allowing for usage of the Discord Producer API without requiring knowledge of an additional API Wrapper Consumer API.
- Copygen v0.4 can generate customized code based on types
- Copygen (v0.4) is a code generator that can generate customized code based on types.
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Contribute to Copygen v0.4 for Reddit Gold
Copygen allows developers to define types, structs, and more in its setup.go file and has no issues copying them to the output; except for comments. The Go AST makes it "very difficult to update the AST and retain correct comment place (from 2017)" and is not likely to change any time soon. As a result, Copygen sometimes generates free-floating comments (i.e multi.go). Copygen's comments are handled in its Parser. Feel free to use any necessary libraries or rewriting of the comment-parsing mechanism to fix this issue.
- copygen: Generate type-to-type and field-to-field struct code without reflection or dependencies.
- Copygen: Type-Based Code Generator
- Copygen is a code generator that can generate ANY function based on types.
space-nerds-in-space
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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
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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.
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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.
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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.
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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.
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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
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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
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How Much to Build a Bridge Set?
Continued this discussion on github: https://github.com/smcameron/space-nerds-in-space/discussions/322
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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?
copier - Copier for golang, copy value from struct to struct and more
pioneer - A game of lonely space adventure
goverter - Generate type-safe Go converters by simply defining an interface
kernel - All linux kernel things
Package for fast copying structs of different types - Package for fast copying structs of different types
sysidentpy - A Python Package For System Identification Using NARMAX Models
jennifer - Jennifer is a code generator for Go
Kernel - Kernel for the LuaOS operating system
go-zero - A cloud-native Go microservices framework with cli tool for productivity.
snis-builder - Container to build space-nerds-in-space
convergen - A type-to-type copy function code generator.
linux - Linux kernel source tree