halflife
glibc
halflife | glibc | |
---|---|---|
40 | 45 | |
3,015 | 1,213 | |
0.9% | 3.2% | |
0.0 | 9.8 | |
13 days ago | 10 days ago | |
C++ | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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.
halflife
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how to increase skull gib easter egg percentage
It's a part of C++ project https://github.com/ValveSoftware/halflife
- Stuttery mouse movement in Half-Life 1 mods only
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I fixed the flashlight glitch in Half Life running natively
I wonder if this is something you can amend in the actual code here: https://github.com/ValveSoftware/halflife
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Should I open another overbright issue in the hl github?
I know the most known issue about overbright on github already states that they will not fix it, but that was from 2013 and thoughts about overbright issue could've changed since then. Plus I am running HL on linux and this issue Infuriates me since I'm stuck using the OpenGL renderer (which is the only renderer that has this issue). We've known that valve really likes their linux oriented approach, and plus we know they love their Deckies that they updated HL2 with fixes and QoL stuff, what's stopping them from fixing overbright?
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Guide for running the WON/Retail CD Half-Life games in Windows 10 with nGlide on the earliest possible versions
More info on texture scaling: https://github.com/ValveSoftware/halflife/issues/1650
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Fedora 38 LLVM vs. Team Fortress 2
Funnily enough, on Half-Life 1 engine-based games (i.e. the engine that came before HL2 - on which Team Fortress 2 runs; such as Counter-Strike 1.6), a different allocator problem exists -- glibc's malloc() just decides to fail miserably[0] on some setups.
[0] https://github.com/ValveSoftware/halflife/issues/3158
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How to make grunt not drop a weapon after death? (HL1)
I guess you have to either modify the code https://github.com/ValveSoftware/halflife/blob/master/dlls/hgrunt.cpp
- Half-Life 2 Running on Raspberry Pi 4 Natively
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Play Counter Strike 1.6, with full multiplayer, in the browser
The original Half Life, including goldsrc, is source-available: https://github.com/ValveSoftware/halflife
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Guys, github bug tracker is not reddit, stop spamming it so valve can see actual bugs instead
And in fact even their Half-Life 1 bugtracker on GitHub is policed: https://github.com/ValveSoftware/halflife/issues
glibc
- I cut GTA Online loading times by 70% (2021)
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Cray-1 performance vs. modern CPUs
I wonder if you’re using a different definition of ‘vectorized’ from the one I would use. For example glibc provides a vectorized strlen. Here is the sse version: https://github.com/bminor/glibc/blob/master/sysdeps/x86_64/m...
It’s pretty simple to imagine how to write an unoptimized version: read a vector from the start of the string, compare it to 0, convert that to a bitvector, test for equal to zero, then loop or clz and finish.
I would call this vectorized because it operates on 16 bytes (sse) at a time.
There are a few issues:
1. You’re still spending a lot of time in the scalar code checking loop conditions.
2. You’re doing unaligned reads which are slower on old processors
3. You may read across a cache line forcing you to pull a second line into cache even if the string ends before then.
4. You may read across a page boundary which could cause a segfault if the next page is not accessible
So the fixes are to do 64-byte (ie cache line) aligned accesses which also means page-aligned (so you won’t read from a page until you know the string doesn’t end in the previous page). That deals with alignment problems. You read four vector registers at a time but this doesn’t really cost much more if the string is shorter as it all comes from one cache line. Another trick in the linked code is that it first finds the cache line by reading the first 16 bytes then merging in the next 3 groups with unsigned-min, so it only requires one test against a zero vector instead of 4. Then it finds the zero in the cache line. You need to do a bit of work in the first iteration to become aligned. With AVX, you can use mask registers on reads to handle that first step instead.
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Setenv Is Not Thread Safe and C Doesn't Want to Fix It
That was also my thought. To my knowledge `/etc/localtime` is the creation of Arthur David Olson, the founder of the tz database (now maintained by IANA), but his code never read `/etc/localtime` multiple times unless `TZ` environment variable was changed. Tzcode made into glibc but Ulrich Drepper changed it to not cache `/etc/localtime` when `TZ` is unset [1]; I wasn't able to locate the exact rationale, given that the commit was very ancient (1996-12) and no mailing list archive is available for this time period.
[1] https://github.com/bminor/glibc/commit/68dbb3a69e78e24a778c6...
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CTF Writeup: Abusing select() to factor RSA
That's not really what the problem is. The actual code is fine.
The issue is that the definition of `fd_set` has a constant size [1]. If you allocate the memory yourself, the select() system call will work with as many file descriptors as you care to pass to it. You can see that both glibc [2] and the kernel [3] support arbitrarily large arrays.
[1] https://github.com/bminor/glibc/blob/master/misc/sys/select....
[2] https://github.com/bminor/glibc/blob/master/sysdeps/unix/sys...
[3] https://git.kernel.org/pub/scm/linux/kernel/git/torvalds/lin...
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How are threads created in Linux x86_64
The source code for that is here.
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Using Uninitialized Memory for Fun and Profit (2008)
Expanding macro gives three GCC function attributes [2]: `__attribute__ ((malloc))`, `__attribute__ ((alloc_size(1)))` and `__attribute__ ((warn_unused_result))`. They are required for GCC (and others recognizing them) to actually ensure that they behave as the standard dictates. Your own malloc-like functions won't be treated same unless you give similar attributes.
[1] https://github.com/bminor/glibc/blob/807690610916df8aef17cd1...
[2] https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attribute...
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“csinc”, the AArch64 instruction you didn’t know you wanted
IFunc relocations is what enables glibc to dynamically choose the best memcpy routine to use at runtime based on the CPU.
see https://github.com/bminor/glibc/blob/glibc-2.31/sysdeps/x86_...
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memmove() implementation in strictly conforming C -- possible?
memmove can be very well implemented in pure C, libc implementations usually have a "generic" (meaning, architecture independent) fallback. Here is musl generic implementation and its x86-64 assembly implementation. For glibc, implementation is a bit more complex, having multiple architectures implemented, but you could find a generic implementation with these two files: memmove.c and generic/memcopy.h.
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Fedora 38 LLVM vs. Team Fortress 2
Yeah, looks like the Q_strcat(pszContentPath, "/"); is invalid, as glibc has only allocated exactly enough to fit the path in the buffer returned by realpath().
Interestingly, the open group spec says that a null argument to realpath is "Implementation defined" [0]
And the linux (glibc) man pages say it allocates a buffer "Up to PATH_MAX" [1]
I guess "strlen(path)" is "Up to PATH_MAX", but the man page seems unclear - you could read that as implying the buffer is always allocated to PATH_MAX size, but that's not what seems to be happening, just effectively calling strdup() [2]. I have no idea how to feed back to the linux man pages, but might be worth clarifying there.
[0] https://pubs.opengroup.org/onlinepubs/009696799/functions/re...
[1] https://linux.die.net/man/3/realpath
[2] https://github.com/bminor/glibc/blob/0b9d2d4a76508fdcbd9f421...
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Method implementations
For the actual sources you will have to look at one of the mirrors of the C standard library, such as https://github.com/bminor/glibc/tree/master/sysdeps/ieee754/dbl-64
What are some alternatives?
Quake-III-Arena - Quake III Arena GPL Source Release
musl - Unofficial mirror of etalabs musl repository. Updated daily.
bspguy - Tool for editing GoldSrc maps without decompiling
cosmopolitan - build-once run-anywhere c library
Quake - Quake GPL Source Release
dns - DNS library in Go
xash3d-fwgs - Xash3D FWGS engine.
0.30000000000000004 - Floating Point Math Examples
Xash3D-Emscripten - A re-upload of mittorn's Emscripten port of Xash3D.
json-c - https://github.com/json-c/json-c is the official code repository for json-c. See the wiki for release tarballs for download. API docs at http://json-c.github.io/json-c/
rehlds - Reverse-engineered HLDS
degasolv - Democratize dependency management.