leo-editor
Celeste
leo-editor | Celeste | |
---|---|---|
16 | 49 | |
1,452 | 3,100 | |
0.4% | - | |
10.0 | 0.0 | |
7 days ago | over 1 year ago | |
Python | 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.
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leo-editor
- something with collapsible sections in the text part?
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Ask HN: What do you think about literate programming for handover/legacy code?
What are your experiences with literate programming for handover of code?
I am thinking of tools like noweb (https://en.wikipedia.org/wiki/Noweb), LEO (http://leoeditor.com/) org-mode (http://cachestocaches.com/2018/6/org-literate-programming/), scribble/lp2 (https://docs.racket-lang.org/scribble/lp.html#%28part._scribble_lp2_.Language%29),
My experience so far is that it can be a fantastic tool for documenting and handing over complex algorithms to successor developers. I use extensively use ersonal wikis (sometimes MoinMoin, sometimes Zim Wiki, in the last time often a combination of github with reStructuredText) for work. That might also be sufficient when handing over boring code.
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How to hoist the current method/function?
I know what folding is, that's just not what I want. I want to completely hide everything that is not related to the current function. For a while, I used http://leoeditor.com/ where I could have every function/method as a node in a tree, with the node body containing just that. Looking for a way to achieve the same in vim if possible.
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Organice: An implementation of Org mode without the dependency of Emacs
The lack of good node/graph based APIs for Org Mode is my beef as well. When you compare it with the APIs of the Leo Editor[1], Org pales in comparison. Manipulation that is trivial in the Leo Editor can be quite a pain in Org mode.
[1] https://leoeditor.com/
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Obsidian Dataview: Turn Obsidian Vault into a database which you can query from
> What outliners do you know which allow end-users to feed their data into formulas for processing it without using general-purpose programming languages?
Bit of a pointless constraint, the talk is about outliners, not no-code-datamangment. Which tool today does this even offer on a useful level?
But you can look at leo editor (https://leoeditor.com), which is active for 20+ years, fully scriptable and extendable. Though, it's a hot piece of garbage for laymen. It's offers a bunch of features and plugins even for non-coders, but I'm not sure it would satisfy you for this area, if you can't code.
But I'm not sure if there ever is a tool which will satisfy everyone with just a no-code-approach.
- LeoVue
- Leo – cross-platform PIM, IDE, and outliner
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Why LSP?
Hmm maybe you mean:
- Programming based on fragments, not documents (e.g. LEO https://leoeditor.com/)
- Live programming (e.g. smalltalk environments)
- ... where certain actions are not available, e.g. a PL geared towards speech recognition may not support "hover"
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Is it bad practice to start with Jupyter Notebooks?
There's also https://leoeditor.com/ where you can have a tree of nodes and execute any of them.
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The project with a single 11,000-line code file
I had this problem until I found an editor that had outlining as it's core design paradigm. Now, with the outline always visible, it's _really_ easy to navigate any length file.
Unfortunately, at one point I got so used to navigating with the outline that I ended up making a 1500 line function in C (I was an even worse C programmer then than I am now). Because of the outline, I could read and follow it easily, but anyone with a different editor was royally screwed :-(
If you're interested, the editor is LEO (http://leoeditor.com/) it's been mentioned on HN a few times
Celeste
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Pico 8 in other software
Aha, found it! They opened sourced the C# version https://github.com/NoelFB/Celeste/tree/master/Source/PICO-8
- NoelFB/Celeste some source code for Celeste [C#, Not-Godot]
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Gamedev from Scratch 1: Scaffolding
forget TDD when you make a game, you want fast iteration time at all cost, gameplay is king, if you can't nail it fast enough, you'll make a bad game that is not fun
it's all about the feeling
Celeste's player class: https://github.com/NoelFB/Celeste/blob/master/Source/Player/...
https://store.steampowered.com/app/504230/Celeste/
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Just trying to recreate Madeline's sprite in Aseprite, does anyone know how to improve it? :)
check this out! both the readme and maddy's article that's linked towards the bottom, as well as the player.cs source code that is included. might be some decent resources
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I am lost with all these coding principles and patterns
Keep in mind, the Celeste player controller is one single file of 5400+ lines of code.
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Godot 4 editor stuttering with midly long scripts, why?
So Celeste devs are shit at planning and have very poor code https://github.com/NoelFB/Celeste/blob/master/Source/Player/Player.cs
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Awesome platformers/metroidvanias with published source code?
Celeste's source code is available in github :D https://github.com/NoelFB/Celeste It's a LOT of code, but some stuff in there helped me out creating momentum mechanics for a project recently.
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I'm not making any progress because I'm too focused to think of the best way to approach things
Look at Celeste's Player.cs. Incredible games can (and often do) ship with messy code. Also read the readme where they discuss how they both agree and disagrees with criticism their massive file's received (look up the thread in this sub for a lot of it).
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In games such as Celeste, Super Meat Boy, Hollow Knight, etc, is the character's horizontal acceleration constant, exponential, or logarithmic?
They dropped the controller script for Celeste. 5400 lines of tuning and refining to get everything right. https://github.com/NoelFB/Celeste
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How did Sonic Adventure interpret input when running on walls/ceilings?
There's actually a README now, that does say it's probably messier than it should be and includes more cutscene logic than it should.
What are some alternatives?
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
Unity-2D-Platformer-Controller - A customizable 2D platformer motor that handles mechanics such as double jumps, wall jumps, and corner grabs. Includes a player controlled prefab that can be dropped into any scene for immediate support.
obsidian-alfred - Alfred workflow for Obsidian note-taking app. Open vaults and files in Obsidian.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
clerk - ⚡️ Moldable Live Programming for Clojure
VVVVVV - The source code to VVVVVV! http://thelettervsixtim.es/
leointeg - Leo Editor Integration with VS Code
2d-platformer-controller - Simple implementation of a 2D platformer character controller using raycasts for smooth and precise input and movement
obsidian-minimal - A distraction-free and highly customizable theme for Obsidian.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
brick - A declarative Unix terminal UI library written in Haskell
godex - Godex is a Godot Engine ECS library.