halley
lila
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halley | lila | |
---|---|---|
11 | 794 | |
3,474 | 14,578 | |
- | 1.4% | |
9.8 | 10.0 | |
7 days ago | 4 days ago | |
C++ | Scala | |
Apache License 2.0 | GNU Affero General Public License v3.0 |
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.
halley
- Ask HN: Released games built on FOSS engines?
- A lightweight game engine written in modern C++
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Lightweight, C++ code-driven game engine in the style of Urho3D?
https://github.com/amzeratul/halley if you want 2D
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Console?
Given that the game is being written with their in-house engine called halley which supports consoles (was used for Wargroove), the answer is most likely yes.
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SDL, SFML, other libraries for game development in C++...?
Halley Engine - C++ Game engine used in Starbound, Wargroove and the Upcoming Witchbrook
- C++ Game Engine?
- Is there any Engine that is based on C++, can Export to consoles, and is good for 2D?
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Witchbrook FAQ
It was originally in another programming language called Rust, but the programmer that knew that program left. Amzertul made an amazing engine with Wargroove called halley and we felt that it would be perfect for WB. Focus was shifted to Wargroove for a while, and then witchbrook started to be recoded. At this time the artstyle was changed to isometric.
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AMA - We’re Pixpil, Shanghai-based indie team behind RPG adventure, Eastward. Grab your frying pans and ask us anything!
Not pixpil, but our own engine which we use to make pixel art titles is open source.
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What engine do you use and why did you choose it?
We used my own game engine (Halley) for both Wargroove & Witchbrook, no regrets at all! It's definitely a lot of work, but owning the entire stack gives you a lot of advantages. I posted a Twitter thread with my thoughts on the pros and cons a while ago, if you're interested.
lila
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Lessons from Open-Source Game Projects
Lichess - Online Chess Server. Scala, TypeScript
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Avoid blundering: 80% of a winning strategy
> the player who committed more blunders lost 86% of the time
In some sense this is almost tautological. While finding an exact definition for a chess blunder isn't straightforward, here is one example from the Lichess UI:
https://github.com/lichess-org/lila/blob/b527746b179cdde6438...
Basically, if you make a move which decreases your winning probability more than 14% over the best move, that's a blunder. But winning probability is a nonlinear function of stockfish centipawns. A drop in 100 centipawns when you're up 15 points isn't a blunder. When the game was equal, it is.
Point is, by the time you know it's a blunder you already know something about the outcome of that move, that it swung the winning probability by more than 14%. So the analysis is kind of just measuring some function of winning probability and saying that it is highly correlated with winning probability.
- How I hacked chess.com with a rookie exploit
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So bad at chess that it’s genuinely upsetting at this point, I need some hope
If you want to improve make it your goal to play the best chess you can, not increase an arbitrary number. Watch YouTube series like John Bartholomew's "Climb the Rating Ladder" for some general insight into what you might be doing wrong. Read Irving Chernev's "Logical Chess: Move By Move" to see the thinking process of high level players. Do lots of puzzles (I like lichess.org for puzzles). And always analyze your games. When you analyze make it your goal to find at least two things you could have improved.
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Humans vs. Stockfish’s eval function
The easiest way to play against Stockfish is perhaps on https://lichess.org/, but it's not the only chess engine that evaluates positions with a neural network.
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Venruki’s take on the current issues with PvP
Lichess.com
- Death wants to take you, but you can challenge it to a game (virtual or not) to stay. what do you play?
- Ask HN: What fuel for my data furnace?
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The DGPT season opener will be sponsored by chess.com!
if you actually like chess, try lichess.org, the free and open-source, no ads ever, premium alternative
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I got a Chessnut Evo to review, here are my thoughts
The Chessnut Evo works almost flawlessly (I did not experience this issue but people have reported having ChessnutVision stop working on occasion which requires turning on/off to fix) with popular chess sites (officially supported are chess.com, lichess.org, Chess Kid and Chessable). I experienced no major lag when playing games on Lichess through the board There is the unavoidable delay of physically moving pieces, so it may not be ideal for blitz But for rapid or longer time controls. the ability to have your OTB games instantly logged and the ability to effortlessly analyze games after is game-changing for me. The one occasional hiccup I encountered was when quickly sliding pieces, it would register an incorrect move. But that’s an easy fix of adjusting the Limbo move delay (I don't like this option as it makes the board feel less responsive I prefer to just be aware and lift pieces instead of sliding).
What are some alternatives?
awesome-cpp - A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff.
listudy - Listudy - chess training server
CppGame - Game Library in Cpp
Mindustry - The automation tower defense RTS
libSDL2pp - C++ bindings/wrapper for SDL2
Anki-Chess-2.0 - An interactive chess template for anki.
raylib - A simple and easy-to-use library to enjoy videogames programming
katrain - Improve your Baduk skills by training with KataGo!
urho3d - Game engine
monkeytype - The most customizable typing website with a minimalistic design and a ton of features. Test yourself in various modes, track your progress and improve your speed.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
maia-chess - Maia is a human-like neural network chess engine trained on millions of human games.