libCat
macroquad
libCat | macroquad | |
---|---|---|
21 | 56 | |
58 | 2,774 | |
- | - | |
7.1 | 7.8 | |
about 10 hours ago | 7 days ago | |
C++ | Rust | |
Mozilla Public License 2.0 | Apache License 2.0 |
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.
libCat
-
I hate almost all software
That's awesome! I'm working on something that sounds similar. https://github.com/cons-cat/libcat
I'd love to see your work if you're willing to share it here!
-
Why Janet?
This runtime size bothers me a lot. So much that I've been working on a new runtime for C++ that breaks POSIX compatibility to keep binaries as small as they can be. The hello world with LTO is 330ish bytes right now, and I think that can get smaller. https://github.com/Cons-Cat/libCat
- Manticore 6.0.0 – a faster alternative to Elasticsearch in C++
-
std::initializer_list in C++ 1/2 - Internals and Use Cases
I'm working on a library that replaces both C++ and C/POSIX standard libraries (https://github.com/Cons-Cat/libCat), but even then I need to define a few std:: namespace symbols for some features. In the case of std::initializer_list, my answer is just don't use that feature, because you don't really need it.
-
Chromium accepting Rust in a clear move to copy what Mozilla have done, replace C++ source code
It's worse in the standard library than it has to be. When I refactored my traits to minimize template instantiations and lean on concepts as much as possible, I measured over 30% improvement to clean build compile times. It's not possible for the standard to do this, because it would subtly change the API. For instance, you can't instantiate or take the address of a concept, but you can for a type-trait class. No reason you'd want to do that, but you can, so they can't "break" the standard library by optimizing this.
-
C++'s smaller cleaner language
This doesn't have to be true. Over the past year I've made progress towards demonstrating how even non-freestanding C++ can be written without any C or C++ standard library headers or DLLs (with large benefits). There are a few names which the compilers require to be in the std:: namespace, though, but they're very special features like source_location and construct_at with semantics that can't be expressed otherwise.
-
C++ is essentially unusable without incurring undefined behavior because of it's failure to handle type punning.
This bit cast has no overhead in debug mode, and is a little bit more generally useful than std::bit_cast(), but cannot be constant evaluated. https://github.com/Cons-Cat/libCat/blob/main/src/libraries/utility/implementations/bit_cast.tpp
-
Is bloat in std::unexpected expected?
It isn't that hard to put a predicate into a type. We have lambdas in an unevaluated context, CTAD, and templated type aliases. https://github.com/Cons-Cat/libCat/blob/main/src/libraries/scaredy/cat/scaredy https://github.com/Cons-Cat/libCat/blob/main/src/global_includes.hpp#L70 https://github.com/Cons-Cat/libCat/blob/main/src/libraries/linux/cat/linux#L289 You do it like this.
-
CamelCase for C++?
But suppose that you have code with no standard library calls at all. Would it still make sense to choose this naming convention? This is actually possible, with a few special exceptions. GCC requires that an implementation of std::source_location has very particular class member names, GCC assigns special semantics to a few function names including std::construct_at and std::move (people seem to know it's inlined, but did you know std::move is required for move-related warnings?), and most intrusively of all, a promise_type must be snake_case. Other names can be worked around by using them into a different namespace with a different letter-case, but promise_type seems unavoidable.
-
Competitive programmer using c++, but absolutely ignorant of other things the language can do here. What else can c++ do?
I use C++ for a low-level Linux runtime. Other people are using it for operating systems like SerenityOS and Zircon/Fuschia. People also use C++ for making more compilers like GCC and LLVM.
macroquad
-
Deploying your Rust WASM Game to Web with Shuttle & Axum
See the macroquad docs for full details on building a WASM game.
- Not only Unity...
- Macroquad: Cross-platform game engine in Rust
-
What would you recommend for simple 2D game (in The Binding of Isaac style)?
Any opinion on ggez? I don't like how everything in macroquad is global state https://github.com/not-fl3/macroquad/issues/333
-
Help with egui basics?
I prefer examples like the ones in Macroquad: https://github.com/not-fl3/macroquad/tree/master/examples. I'm not against advanced examples, but the priority should be extremely clear, minimal, self contained ones.
-
HELP: Unique ID's starting at 0 for each Type, advancing by one.
There were even discussions about deprecating static mut. Even if you think you got it right, there are too many things that might go wrong, like aliasing. For example, macroquad needs a complete rewrite because of their static mut.
-
Learning project - board game Yinsh using macroquad
It's based on macroquad and you can play the wasm version here: https://unvirtual.github.io/yinsh-rs/
-
I love rust, I have a pet peeve with the community
The reality is that I have used unsafe that is also unsound out of convenience because fixing it is a papercut too many. And this tends to be common! I know enough to spot unsoundness in other projects (sometimes even early). But not enough to be confident in my own abilities to write sound unsafe code. Why? Because it's really flipping hard, that's why!
-
Limitations of wasm for a small board game?
Given that you are making a game, you might want to consider using a game framework such as https://github.com/not-fl3/macroquad/.Macroquad has full support for WASM, and will allow you to render your game both locally and in the browser via WASM depending on how you compile it.
What are some alternatives?
Magic Enum C++ - Static reflection for enums (to string, from string, iteration) for modern C++, work with any enum type without any macro or boilerplate code
miniquad - Cross platform rendering in Rust
blender-tools - 🐵 Embark Addon for Blender
bevy - A refreshingly simple data-driven game engine built in Rust
AECforWebAssembly - A port of ArithmeticExpressionCompiler from x86 to WebAssembly, so that the programs written in the language can run in a browser. The compiler has been rewritten from JavaScript into C++.
ggez - Rust library to create a Good Game Easily
Kalman - Kalman Filter
pixels - A tiny hardware-accelerated pixel frame buffer. 🦀
EA Standard Template Library - EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
raylib - A simple and easy-to-use library to enjoy videogames programming
expected - C++11/14/17 std::expected with functional-style extensions
gdnative - Rust bindings for Godot 3