halflife
rapidyaml
halflife | rapidyaml | |
---|---|---|
40 | 13 | |
3,655 | 563 | |
1.6% | - | |
0.0 | 8.9 | |
15 days ago | 12 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | 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.
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
rapidyaml
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Faces.js, a JavaScript library for generating vector-based cartoon faces
Interesting, I hadn't come across extism before. How hard would it be to package https://github.com/biojppm/rapidyaml in this way? (And do you have a extism for dummies guide?)
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A convenient C string API, friendly alongside classic C strings.
The inability, or brittleness, to embed NUL bytes into the string, for once. Zeroed bytes can be valid as an internal bytes of a longer encoded character. And the inefficiency of tempting every caller to rederive the string length on every use, leading to such bugs as quadratic parsing behavior with sscanf. The extra register for an explicit length is a very minute price to pay compared to that.
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Funniest line of code you wrote while making a game?
Although you still have the other problem of sscanf, where read times can become quadratic.
- Since this is about json parsing and the tdarr json db can take ungodly times to load, maybe it's relevant?
- Parsing can become accidentally quadratic because of sscanf
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"Expanded and Enhanced"
You are really simplifying that issue. A lot of it has to be how the implementation of sscanf works and it's super easy to abuse by complete accident when a lot of data needs to be read and parsed to correct values. See more here: https://github.com/biojppm/rapidyaml/issues/40
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Accidentally quadratic: When Python is faster than C++
Leading to eye-rolling problems like these: https://github.com/biojppm/rapidyaml/issues/40
What are some alternatives?
Quake-III-Arena - Quake III Arena GPL Source Release
wasm3 - 🚀 A fast WebAssembly interpreter and the most universal WASM runtime
bspguy - Tool for editing GoldSrc maps without decompiling
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/
Quake - Quake GPL Source Release
degasolv - Democratize dependency management.
xash3d-fwgs - Xash3D FWGS engine.
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
Xash3D-Emscripten - A re-upload of mittorn's Emscripten port of Xash3D.
JitFromScratch - Example project from my talks in the LLVM Social Berlin and C++ User Group
rehlds - Reverse-engineered HLDS
ctl - The C Template Library