pararules
A Nim rules engine (by paranim)
paranim_examples | pararules | |
---|---|---|
1 | 1 | |
10 | 135 | |
- | 0.7% | |
3.7 | 3.0 | |
7 months ago | 7 months ago | |
Nim | Nim | |
The Unlicense | The Unlicense |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
paranim_examples
Posts with mentions or reviews of paranim_examples.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-02-10.
-
O'Doyle Rules - a Clojure rules engine for the best of us
In a way my dungeon crawler game is kind of what you describe -- the delta time is inserted every frame, which forces most of the rules to fire, including movement/collisions of characters. But at some point my nim rules engine would be more appropriate. I actually wrote a nim version of the same game and i'm sure you could have a party adding more ogres and elementals, especially if you compile in release mode.
pararules
Posts with mentions or reviews of pararules.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-02-10.
-
O'Doyle Rules - a Clojure rules engine for the best of us
The algorithm is the same but yes it's mutable. Maybe the most interesting difference that affects performance is that in nim i can generate a special stack-allocated type to store your matches internally. It is a sum type, which nim calls an object variant, that has a "branch" for each rule. Unsurprisingly this was a huge perf improvement over using hash tables. Generating types with a macro is some wild stuff :D
What are some alternatives?
When comparing paranim_examples and pararules you can also consider the following projects:
odoyle-rules - A rules engine for Clojure(Script)
spork - Spoon's Operations Research Kit
odoyle-rum-todo