laminarmq
ZQuestClassic
laminarmq | ZQuestClassic | |
---|---|---|
1 | 11 | |
57 | 452 | |
- | 0.7% | |
8.1 | 9.9 | |
about 18 hours ago | 3 days ago | |
Rust | C++ | |
MIT License | GNU General Public License v3.0 only |
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laminarmq
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Ask HN: Show me your half baked project
laminarmq: https://github.com/arindas/laminarmq
I am building a message queue from scratch in Rust. It is intended to be a resource efficient alternative to Apache Kafka. (It does not rely on any Kafka libraries.)
It has similar concepts like topics and partitions. It is intended to be distributed in nature, with no reliance on any third party component.
Currently it only provides a segmented log implementation which can be used on it's own if necessary. We support both persistent and in-memory storage.
It is still very much in a nascent stage as there are no message queue level APIs or Web endpoints yet.
I tried to keep it as decoupled from different Rust async runtimes as possible to make it easier to integrate to different ecosystems. It currently supports tokio and glommio.
There is also an example to show how the segmented log might be used in a server:
https://github.com/arindas/laminarmq/tree/examples/laminarmq...
Next steps would be to design the message queue level APIs and gradually implement the distributed components.
This is the first time I am implementing something at this scale so any feedback or advice would be great.
ZQuestClassic
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Ask HN: What rabbit hole(s) did you dive into recently?
I've been doing some modernization on an old scripting language used by the game engine I work on [1]. Added a garbage collector, simplified how internal symbols are defined, added a VS code extension with some niceties like syntax highlighting, "Go to Definition", and doc tooltips. Also recently added support for websockets and plan to tackle JSON soon.
https://github.com/ZQuestClassic/ZQuestClassic
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Lessons from Open-Source Game Projects
ZQuest Classic - Engine to play and create games like the original Zelda. C++, OpenGL
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Ask HN: Show me your half baked project
Developing a new website for the open source game engine I work on. Nearly finished with it.
https://zquestclassic.com
It's a Zelda-like game engine with some 1000ish games made in it over 20 years. Used to be called Zelda Classic, but we renamed it this year.
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A forum engine written in Assembly
Thanks, that was a silly oversight. Your comment is appreciated, as it saved an instruction in my game engine's JIT compilation :)
https://github.com/ArmageddonGames/ZQuestClassic/commit/0a78...
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Show HN: Using C++23 <stacktrace> to get proper crash logs in C++ programs
I found Sentry's crash reporting (which uses crashpad) simple enough to configure into an existing CMake build within an afternoon.
Building Sentry/crashpad from source in a few lines of CMake: https://github.com/ArmageddonGames/ZQuestClassic/commit/3471...
And a few lines in the main function: https://github.com/ArmageddonGames/ZQuestClassic/commit/3471...
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Ask HN: Examples of desktop software with 20+ years of longevity?
My hobby is working on a 20+ year game engine. Still occasionally delete DOS-only code in it. https://github.com/ArmageddonGames/ZQuestClassic
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MSVC: The Devourer of Const
```
The `Hero.{x,y}` properties here are a custom fixed precision number class with some implicit conversions to int, which I suspect being relevant to the crash.
[1] https://github.com/ArmageddonGames/ZQuestClassic/blob/e678e9...
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Ccache – a fast C/C++ compiler cache
https://github.com/ArmageddonGames/ZQuestClassic/commit/641d...
Using it locally too, works great on Mac, but on Windows ccache has some problems caching debug builds. IIRC the embedded debug symbols use absolute paths, so the presence of this particular flag (/Z something...) disables cache eligibility.
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An evolution of handhelds. 1989-2022
i love zelda. if interested in custom quests on pc, go to zeldaclassic.com 100s of custom quests
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Nintendo games I have played in my life. Rate my taste.
If you'd like to try custom quests on computer, go to http://zeldaclassic.com
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