mtasa-blue
open-builder
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mtasa-blue | open-builder | |
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5 | 2 | |
1,273 | 689 | |
2.3% | - | |
9.4 | 1.0 | |
3 days ago | about 1 year ago | |
C++ | C++ | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
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.
mtasa-blue
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Open source but but commercial use is paid
If the code is compiled, you'd have to pull a few more tricks. But to be fair that is also an issue even if your code is not source available - people can (and do) decompile closed-source programs and hack on them. My personal favourite of that is https://multitheftauto.com/ where the community reverse engineered GTA San Andreas to add multiplayer
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juego pa pcs potato
Link para descargar mta: https://multitheftauto.com/ Link de tutorial de descarga e instalación gta san: https://m.youtube.com/watch?v=YHkNYE_iXco
- GTA online alternatives
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When you reverse engineer a game, can you add multiplayer/online features?
Yes, just like GTA San Andreas and Skyrim Together
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Unrecognized option '/GENPROFILE', but linker in dev console recognizes it
Today I decided to try out PGO, see how much it would speed up the program I'm working on. I followed this guide from Microsoft's website.
open-builder
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Generating vertices for non-basic blocks help (Beginner)
Another method I think I noticed (probably not, not really sure what I'm talking about) is from Hopson97's open-builder game open-builder/chunk_vertex.glsl at master · Hopson97/open-builder · GitHub where texture coords are stored in the vertex shader. Would the idea for other block types for the above method to have a 2d array of the other block types textures like doors etc? Not sure about this method cause doesn't this require a vertex buffer which the "figured out an optimization" guy says is slow. If so that doesn't seem very sustainable.
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Some early gameplay from my voxel game: Wanderers
For example, in this Notch article, he discussed using trilinear interpolation to speed up noise evaluation as well as to smooth out rough parts. But I tested, and both of his problems actually came mostly from using too many noise octaves. Minecraft used 16 octaves for each noise channel, and 8 octaves for the blending noise, when just 5-6 and 2-3 would be enough. The rest of the speed problems could be solved by implementing something to skip noise evaluations when they wouldn't matter, at least above/below max/min biome height if not dynamic octave skipping. See this screenshot difference.
What are some alternatives?
CLEO4 - CLEO 4 for GTA San Andreas
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
gta-reversed - Reversed code of GTA:SA executable (gta_sa.exe) 1.0 US
BetterSpades - BetterSpades, an Ace of Spades client targeted at low end systems (GL/ES 1.1). Runs on your grandmother's rig!
ETS2-ATS-Sync-Helper - Sync the job list on ETS2 and ATS to play with your friends
DarkflameServer - The main repository for the Darkflame Universe Server Emulator project.
SA-MP - A repository for making the latest SA-MP version open source
buildcache - A build cache
AutomataMP - NieR: Automata Multiplayer Mod
Yuescript - A Moonscript dialect compiles to Lua.
BattleTech - BattleTech related things
PolyMC-Offline - Fork of PolyMC with offline patches for personal use.