godot-proposals
F#
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godot-proposals | F# | |
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610 | 26 | |
1,024 | 2,199 | |
1.8% | - | |
2.7 | 0.0 | |
6 months ago | over 1 year ago | |
F# | ||
MIT License | 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.
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
F#
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old languages compilers
F# F*
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From Script to Scaffold in F#
This year I've been attempting Advent of Code in my favourite programming language, F#. This is a beginner(ish) centered post about making incremental changes from the smallest possible solution to something more robust.
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for newbie , VScode+ionide or VisualStudio
I can recommend polyglot notebooks in vs code, so you can mix different languages.Take a look athttps://fsharp.org/ for some project ideas and frameworks.
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The comeback of the Fediverse and the Old Web
I have many less followers on Mastodon than in the Birdsite (40 vs 341), yet my activity has generated many more interactions than there. Not only that, among the users who decided to interact with me I counted: a co-discoverer of the Laniakea supercluster, one of the lead developers behind F#, the author of many important books on Java & JVM, plus many others. I'm literally a nobody, but this time there was no algorithm relying on relevance and engament metrics to decide what to present to each one of us.
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Chicago and London TDD Styles for Functional Programming
FP devs differ based on language here. Elm, like F#, tends to encourage "a bunch of functions and types in a file". While Elm supports modules, we don't really care where it came from; they're all pure, all deterministic, the compiler tells us if it works.
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Performance of immutable collections in .NET
The builtin fsharp collections actually are just "immutable", not persistent as you mention. (Ref: https://github.com/fsharp/fsharp/blob/master/src/fsharp/FSharp.Core/map.fs. This is just an AVL tree that returns a copy on mutations: https://github.com/fsharp/fsharp/blob/577d06b9ec7192a6adafefd09ade0ed10b13897d/src/fsharp/FSharp.Core/map.fs#L118)
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Coming from Scala
You can dive into .NET ecosystem by trying F#. It's functional-first language so this should be familiar.
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Parsing Lambda Error Logs in ReScript & Python
ReScript code is just like F# or OCAML; it doesn’t have a function parse phase like JavaScript, so we have to define our functions and types first before we can use them. That’s fine, but makes explaining the code backwards (meaning you start at the bottom of the file and work your way up), so we’ll start at our lambda handler and explain each part, regardless of where it’s defined.
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Please put units in names
F# is a JavaScript and .NET language for web, cloud, data-science, apps and more.
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E
Also a programming joke
What are some alternatives?
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
ClojureCLR - A port of Clojure to the CLR, part of the Clojure project
godex - Godex is a Godot Engine ECS library.
julia - The Julia Programming Language
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Roslyn - The Roslyn .NET compiler provides C# and Visual Basic languages with rich code analysis APIs.
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
Nemerle - Nemerle language. Main repository.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
VisualFSharp - The F# compiler, F# core library, F# language service, and F# tooling integration for Visual Studio
openseeface-gd - A GUI for running OpenSeeFace.
Bridge.NET - :spades: C# to JavaScript compiler. Write modern mobile and web apps in C#. Run anywhere with Bridge.NET.