nim-brainfuck
space-nerds-in-space
nim-brainfuck | space-nerds-in-space | |
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1 | 26 | |
39 | 719 | |
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10.0 | 8.7 | |
over 6 years ago | 3 months ago | |
Nim | C | |
MIT License | 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.
nim-brainfuck
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What’s the most “abusive” code you’ve ever written?
Oooooh... that's very nice. How well does it handle mandelbrot.b I wonder...
space-nerds-in-space
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Source code for a 1977 version of Zork
I don't know if this counts, but I wrote a parser for "the ship's computer" in my game, "Space Nerds in Space". It's described here: https://scaryreasoner.wordpress.com/2016/05/14/speech-recogn...
I also wrote some toy "interactive fiction" things (with less sophisticated parsers) in python and Lua as a way to gain familiarity with those languages, not that they are very interesting in and of themselves, though they demonstrate a fairly standard technique behind these kinds of games in a compact way.
https://github.com/smcameron/smcamerons-python-adventure
https://github.com/smcameron/space-nerds-in-space/blob/maste...
- Space Nerds in Space
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Real-Time Collision Detection by Christer Ericson; What's on the CD?
I have this book, which I got about 10 years ago, and found it very helpful when writing my own (primitive, not even close to state of the art) game in C, and I have recommended this book to others on reddit many times over the years. My copy of the book still has the CD inside, never opened. I never looked at it, mainly because I found there's no need, the algorithms are not very long for the most part, and I needed to understand them and fit them into my codebase anyway.
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Friday Post: What is something you made or solved in C that you are proud off?
Space Nerds in Space - multi-player starship bridge simulator so you can captain your starship through adventures with your friends.
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The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
Space Nerds in Space (github) is an open source spaceship bridge simulator so you can captain your starship through space adventures with your friends. Each player mans a station on a simulated starship. There are stations for Navigation, Weapons, Engineering/Damage Control, Comms, Science, and a gamemaster station. It's written in C, with a Lua API for writing "mission scripts". Multiple starships can be present in the simulation at once if you can manage to gather enough friends to crew them. It even supports speech recognition and natural language parsing if you're so inclined.
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How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
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What advantage is there of mixing a scripting language with C?
As an example, I made this game which is basically a multiplayer star trek game where each player is a member of the crew of a spaceship. There are "scenarios" -- little missions -- that are coded in Lua, some written by me, some by other people. You can see them here: https://github.com/smcameron/space-nerds-in-space/tree/master/share/snis/luascripts/MISSIONS There's a Lua API my game provides described here: https://github.com/smcameron/space-nerds-in-space/blob/master/doc/lua-api.txt
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A game server in C
Not an MMORPG, just a LAN game really, but my spaceship bridge simulator Space Nerds in Space is open source (GPL2) and in C. The network server architecture is pretty simple, TCP, and a read thread and a write thread per client, which would be a bad design if there were a large number clients, but for less than 30 or so clients (realistic number of clients is 5-10, leaning towards 5), it's absolutely fine (KISS principle). There's some documentation about how it all works here: Hacking on Space Nerds in Space and the website for the game is here: https://spacenerdsinspace.com
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How Much to Build a Bridge Set?
Continued this discussion on github: https://github.com/smcameron/space-nerds-in-space/discussions/322
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any tips on going open-source with our indie game?
I have an open source game project I've been working on since 2012 or so. I have received patches from 23 people during that time. Maybe 4 or 5 have made significant contributions (more than drive-by bug fixes, and I'm counting myself in those numbers). Well, you can take a look for yourself and see how the contribution graphs look
What are some alternatives?
bfcpp - Optimizing Brainfuck interpreter in the C preprocessor
pioneer - A game of lonely space adventure
brainfuck
sysidentpy - A Python Package For System Identification Using NARMAX Models
kernel - All linux kernel things
Kernel - Kernel for the LuaOS operating system
snis-builder - Container to build space-nerds-in-space
linux - Linux kernel source tree
raylib - A simple and easy-to-use library to enjoy videogames programming
gaseous-giganticus - This program procedurally generates gas giant cubemap textures for the game Space Nerds In Space. https://www.patreon.com/smcameron
midi2osc - midi to opensoundcontrol bridge
lively - Free and open-source software that allows users to set animated desktop wallpapers and screensavers powered by WinUI 3.