dash.el
OpenNefia
dash.el | OpenNefia | |
---|---|---|
7 | 4 | |
1,637 | 99 | |
- | - | |
5.3 | 9.6 | |
13 days ago | over 2 years ago | |
Emacs Lisp | Lua | |
GNU General Public License v3.0 only | MIT License |
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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.
dash.el
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Emacs Lisp Cheat Sheet for Clojure Developers
A lot of Clojure-style goodness can be provided by using the excellent dash package:
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Packages that make Emacs Lisp more pleasant
We will mainly look at 3 packages: s.el, f.el and dash.el. Two of these packages (first and last) are maintained by Magnar Sveen, who are also known for Emacs Rocks and What The .emacs.d (which are still great resources for learning and finding inspiration for your Emacs configuration!). We will also look at ht.el. These packages are used a lot in many of the Emacs packages you use in a day to day basis, like lsp-mode and rustic just to name a few. As most of these already have tons of examples in their READMEs, my main goal of this article is to inspire you to check them out. Hopefully you will know of one new package after reading this article :)
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How to set up LSP mode for R
That error means that the -compose function is undefined and it should come from https://github.com/magnars/dash.el
- An arrows library for emacs
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test
Fail #1: Wrong type argument: symbolp, "dash" Try symbolifying the key string dash... Fetcher: nil Source: https://github.com/magnars/dash.el.git
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Elpaso: A Disintermediator Like Quelpa, Straight
elpa dash recipe is (dash :url https://github.com/magnars/dash.el.git :doc dash.texi :auto-sync t) Fail #1: Wrong type argument: symbolp, "dash" Try symbolifying the key string dash... Fail #2: Failed to checkout ‘dash’: ‘Symbol’s function definition is void: quelpa-build--checkout-nil’
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Emacs is the 2D Command-line Interface
It is quite a bit more readable comparing (for example) to what you'd do in Python, basically a matter of few extra quotes. Here's an example https://github.com/magnars/dash.el/blob/a17b6b5409825891423b...
Another benefit apart from macros is that you can replace whole subexpressions to modify the function code: https://github.com/raxod502/el-patch#el-patch Although arguably you can achieve the same with source code and other languages: https://github.com/adamchainz/patchy#patchy
Although (as a keen Emacs user & someone who often hacks into existing librairies) user I'm not really convinced either that homoiconicity plays that huge of a role in Emacs malleability in particular -- to me it's more about hooks/advice system and being able to dynamically override things to tweak into the way I want them to behave -- and I don't see a good reason why this couldn't be possible in other languages.
OpenNefia
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OpenNefia progress update - Lots of vanilla and variant features added
The code for all these mods lives here, if you're curious to see what the modding system looks like right now. I think that, even if some of the mods are incomplete in their current state, they implement several of the useful features that I was wanting to port from the start, so having any amount of progress towards completing them isn't a bad thing. They're also implemented as separate mods, so if they get too buggy they can be disabled easily.
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Emacs is the 2D Command-line Interface
Well, it's not Elisp, but:
https://github.com/Ruin0x11/OpenNefia
It's an engine rewrite of an old roguelike I used to play in Lua. I'm trying to experiment with making a game where the engine is similar in flexibility to Emacs.
It has an Emacs frontend, and I designed it with the zealotry of an Emacs user, meaning it has advice, hooks, interactive evaluation and runtime module hotloading. You can run anything the engine can run from a REPL (and cause all the state to become broken easily).
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OpenNefia Progress - Custom Nefia support
I recently implemented nefias in my engine rewrite of Elona, called OpenNefia. Hopefully the ability to generate lots of new dungeons in addition to the ones in vanilla would make the game more interesting. Here are few I made, as part of a mod:
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What is your “I don't care if this succeeds” project?
An engine rewrite of a Japanese roguelike I played a lot. I liked Emacs, so I decided to see what would happen if I tried writing it in the style of what Steve Yegge calls "living systems", where all the code is interactively callable in-game and reusable in mods. There is no scripting layer, the implementation and extension language are one and the same (Lua). I like to think of the engine as a massive programming runtime with a bunch of libraries and functions made for the sole purpose of modding the game. You could whip up a scratch buffer and start tinkering around with the game state or prototyping new mods fairly quickly.
The engine is not general purpose either, it's specific to the quirks of the original game. The number of weird ideas that I could graft onto it keeps increasing with each week. Yet, without feature parity and stability with the original, it's a long way away from having those things.
Another downside is going back and playing the original now isn't as fun, because I keep thinking I'm playing the rewrite and expecting bugs to pop up at ever corner. Working on a project like this for so long affects your perception of the end result in ways you can't easily unsee.
Also gets pretty lonely working on something alone for years you're not sure anyone will care about when it's playable.
[1] https://github.com/Ruin0x11/OpenNefia
What are some alternatives?
transient - Transient commands
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
ht.el - The missing hash table library for Emacs
helm-ls-git - An alternative to Magit and Vc using Helm to manage git projects
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
f.el - Modern API for working with files and directories in Emacs
max-downforce - Pseudo 3d racer written in Lua and LÖVE
awesome-elisp - 🏵️ A curated list of Emacs Lisp development resources
VimMode.spoon - Adds vim keybindings to all OS X inputs
rustic - Rust development environment for Emacs
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics