open-project-1
veloren
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open-project-1 | veloren | |
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34 | 60 | |
5,592 | - | |
0.9% | - | |
0.0 | - | |
9 months ago | - | |
C# | ||
Apache License 2.0 | - |
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open-project-1
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Unity will quietly waive fees if developers switch to its ad monetisation
I wish they'd go the way of Epic and make an actual game with their engine. They've tried a few times and given up each time. It's pretty embarrassing when they've done things like released a fully featured multiplayer FPS demo that doesn't actually work out of the box and has a custom editor tool manager, custom scene loader, and custom networking layer that were never merged into mainline unity. Meanwhile they still have no official stable networking module. The old functional one was sunset and the new ones are still in beta.
https://github.com/Unity-Technologies/FPSSample
> This project is based on Unity 2018.3
> NOTE: Due to a bug in Unity 2018.3, you have to take the following step right after the initial import: 1 Search for Firstperson_Projection in the Project search field. Select the 4 shaders, right click and reimport them. 2 If you have script compile errors related to entities, you need to remove and re-install the entities package.
> One day soon we will remove this note and there will be cake.
> Once the editor is ready, open the Project Tools Window by navigating to FPS Sample > Windows > Project tools.
> Keep this window docked as you will use it a lot. From here you can open the levels, build assetbundles and build standalone players.
https://github.com/UnityTechnologies/open-project-1
> Note: As of December 2021, Open Projects and Chop Chop are not in development anymore.
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Unity projects to study?
Unity has some official open source games https://github.com/UnityTechnologies Chop Chop is one of the best. https://github.com/UnityTechnologies/open-project-1
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How to move players between levels
Additive scenes are great but a bit more advanced. Moving your player to the right location after changing scenes is something you will need to solve regardless of using a single scene or additive scene structure. That said for the "transfer" you can have your player in its own player scene (another additive scene) or the base scene and just move the position. Instead of trying to have a reference to everything you should be using events, it is more performant, and there is no need to have a reference there for you do not need to drag and drop between scenes. Here is a project where you can reference a scriptable object event system that has no issues working across scenes: https://github.com/UnityTechnologies/open-project-1/tree/main/UOP1_Project/Assets/Scripts/Events
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An issue with using Events.
The fantastic UOP1 project has great examples of this using scriptable objects as event channels to communicate between a persistent managers scene and the current gameplay scene.
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Help! I wanna learn how to use Unity in a better structured, more top-down way.
For starters, it might be worth checking out the Scriptable Object demo project and the videos on youtube that deal with it. https://github.com/UnityTechnologies/open-project-1
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Overview of clean architecture in Unity?
And for anyone else looking for real-world examples: this repo is interesting: https://github.com/UnityTechnologies/open-project-1
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methods for saving variables
I didn't use any particular tutorial for my save system but Unity actually developed a community based Open Project a year or so ago. Their save system is probably a good reference to get something started. They have a few other systems implemented in that project as well that you might find useful, although personally I didn't love how much they used scriptableobjects for their event system.
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How to fix Unity Open Project 1 zip being corrupted
Hi, so apparently some people (including me) after downloading zip containing unity open project 1 from it's github page had problems with unpacking it. The (one of the possible) solution(s) was downloading it using github desktop - which is quite unpractical since if you lost internet connection during the process you have to re - download the entire project. So if you want to download it, you can use this google drive link: https://drive.google.com/drive/folders/1o5Db5fI9HHD3T8wv2C7PlDV1pu8unma1?usp=sharing
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question
When you download the Unity Hub, it will have a learn tab. Selecting that you can download sample games that will show how Unity works. Besides that Unity has an Opensource project this was canceled after the community dried up around it.
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I'm looking for good resources on learning gamedev as a professional software engineer.
What might work well for you is taking apart one of the example projects, add new features or just mess with existing systems. For Unity there's https://github.com/UnityTechnologies/open-project-1 for example.
veloren
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Ask HN: Is Scratch a good tool for teaching coding?
I know that code.org's lessons have a "view the real code" box, helping to ease one into the "here's how to think about problems and structure, but here's the actual JavaScript that underpins it". If you haven't tried that, it may help
I also recently learned that Brilliant uses block-based lessons, too, so there's obviously some there-there
I would guess that a lot of the problem is one of actualization: how does one go from solving "someone else's problems" to one of realizing their own ideas. Based on what I've seen, I'd guess that a Minecraft mod port that maps blockly down into lua would go a long way toward "do some things that materialize change in an environment that is familiar." I haven't used Roblox, but I believe it's similar so if they have a programming language, same-same. I started to suggest using Valoren <https://gitlab.com/veloren/veloren#get-veloren> since it's actual FOSS and thus would be much, much easier to integrate into, but I haven't played it in order to know how much uncanny-valley it would have with any preexisting Minecraft experience
- Veloren
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What’s an actual use case for Rust
Games (Veloren, or check out this website for updates on other games being developed in Rust)
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Veloren Future?
Firstly, it's open-source. That means that all code associated with the project is freely available (it's right here!) and you're welcome to download, modify, recompile, and make changes to it as you wish. In fact, there have already been a few forks of the project that added new items, abilities, bosses, and other such things. Veloren is also released under GPL v3, a license that pretty much ensures that the code will always be open-source, meaning that anybody can take the existing code and remix it, mod it, or otherwise build upon it.
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New license for veloren assets?
I found this on the gitlab https://gitlab.com/veloren/veloren/-/issues/1755
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Veloren won't launch on Fedora 37 with amdgpu Graphics.
sounds like a wayland issue, can you check our https://gitlab.com/veloren/veloren/-/issues list and if you dont find this error, you could help us by opening a bug and giving it a good description: Maybe there is even a workaround in our book:
- Could something like this be implemented in Veloren? I'm not a Dev but this video by LTT makes Async look promising
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C Isn't a Programming Language Anymore
Trying to replace C with something like Rust, is essentially saying that we should rewrite all kernels in Rust. C is the common language because it talks to the kernel, which talks to the hardware.
Forgetting how much would need to be replaced with objectively much slower code, Rust simply cannot do some things. You cannot always make absolute guarantees about memory safety for example when it comes to low-level programming. Sometimes to be fast, you have to make assumptions and take risks.
I am currently watching the Veloron game [1] as an example of how larger Rust projects may begin to look. I see something like this [2] and it doesn't look all dissimilar from C, just with a new syntax. Has writing this game eliminated all bugs? Nope [3]. Maybe there are less segfaults and bad memory management, but this was just one class of bugs.
[1] https://gitlab.com/veloren/veloren
[2] https://gitlab.com/veloren/veloren/-/blob/master/server/src/...
[3] https://gitlab.com/veloren/veloren/-/issues/?sort=closed_des...
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Veloren is a multiplayer voxel RPG written in Rust
Oh dang, looks like it's open source too. licensed under GPLv3 - https://gitlab.com/veloren/veloren
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Veloren Adventures! Spooky Level 5 Dungeon - Happy Halloween!
It's really amazing to see how Veloren has improved over the years. Makes me wonder what we'll see in the future. I was really surprised when I saw the train tracks merge request 😄
What are some alternatives?
Mindustry - The automation tower defense RTS
Airshipper - The official Veloren launcher! This repository is a mirror. Please submit all PRs and issues on our GitLab page: https://gitlab.com/veloren/airshipper
Thunderbolt-Switch - Thunderbolt Switch, a software that switches your game settings and device power profiles (TDP, Power Balance, Voltage) for all your games based on device current status (AC, DC, EGPU, External Screen). Now compatible with both Intel and AMD processors.
bevy - A refreshingly simple data-driven game engine built in Rust
SNKRX - A replayable arcade shooter where you control a snake of heroes.
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
Facepunch.Steamworks - Another fucking c# Steamworks implementation
wgpu-rs - Rust bindings to wgpu native library
a-little-game-called-mario - open source collective hell game
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
Cataclysm-DDA - Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
watchtower - A process for automating Docker container base image updates.