permafrost-engine
qb64
permafrost-engine | qb64 | |
---|---|---|
10 | 11 | |
2,596 | 645 | |
- | 0.0% | |
9.5 | 0.0 | |
about 1 month ago | over 1 year ago | |
C | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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.
permafrost-engine
- Permafrost engine – An OpenGL RTS game engine written in C
- are there tutorials for code organization for games in C?
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Three Dynamic Array Implementations : Template-Macro, Void Pointer , Fat Pointer
Yea, bit annoying to do that, especially in a large project some vectors need to be static some need to be exposed in the API. In my mind the best solution is to add another macro parameter that lets the user change the function scope on the fly. See the vector used in the permafrost engine (a fellow redditor); when I first saw how he wrote his template macros it was a game changing trick.
- Show HN: I wrote my own RTS game engine in 70k SLOC of C
- I wrote my own RTS game engine in 70k SLOC of C
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EVERGLORY - my one-man open-source passion project RTS - gets a new trailer and a Linux demo!
And the source code for the engine is here on GitHub. I've written like 75k SLOC of C for it. It's a pretty general-purpose RTS engine that could be used for a lot of things - full conversions, remakes of classics, other RTS/citybuilder/ARPG games, and more. It has a Python scripting API for the top-level gameplay logic.
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Devlog about my C99 own-engine RTS - Projectile Simulation + Target Finding for Large Crowds
BTW, the engine is fully open-source. So if you want to take a deep dive into the code, it's here: https://github.com/eduard-permyakov/permafrost-engine
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100k members! To celebrate, what is your favorite piece of C code you have written?
I'm into my third year of writing my own RTS game engine in C. Complete with OpenGL rendering, group pathfinding of 1k+ entities, Python scripting, yada, yada, yada.
qb64
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which game engine should i choose?
Unpopular opinion now, but I also still think BASIC is still one of the most approachable beginner languages, even today. Late-era BASIC was way different than the old-style line-numbered BASIC that got a bad reputation for teaching bad habits, and it was possible to write well-structured programs with later dialects like QBasic. There's even a modern, open-source variant of it still being developed called qb64 that makes it possible to make standalone programs with it and I believe adds new features on top of QB (like for graphics handling, mouse, etc.) while also retaining backward compatibility with old QB code. It would even be possible to carry that knowledge forward to a platform like Xojo, which is like a continuation of VisualBASIC, though I wouldn't necessary encourage that. Would make more sense to start with QB and then take the fundamental knowledge learned there and apply it to learning new languages.
- Version 2.0.1 released, with critical bug fix for Windows versions earlier than 10 and other fixes.
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Pra quem era nerd sem internet nos anos 90 no Brasil e usava o QBasic/QuickBASIC pra se divertir, hoje foi lançada a versão 2.0 do QB64.
Aqui, ó, pra matar a saudade: https://github.com/QB64Team/qb64/blob/77adfc4e1a537733047fcaf638abfcdeef46db2b/programs/samples/misc/nib64.bas (só copiar e colar no QB64, F5 e alegria!).
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QB64 v2.0 released! ⭐️⭐️⭐️⭐️⭐️
QB64 v2.0 is now officially available, and you can get it from the official release page on GitHub: https://github.com/QB64Team/qb64/releases/latest
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Resources for Visual Basic 3 for Windows 3.1
You might appreciate QB64 too...a 64 bit version of QBasic that is cross-platform to Windows, Mac, and Linux and 100% backwards compatible with Qbasic/QB4.5/QBX which is 90% compatible with Visual Basic 1-6 except for the OOP and extended keywords. You can find it, and the C++ source included (compiled with MinGW or GCC usually) at http://www.qb64.org
- [para maiores de 30] Cês brincavam com o QBasic na época do DOS, pré-internet?
- QB64 v1.5 released!
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An introduction to Programming with ECMA-55 Minimal BASIC [pdf]
https://www.qb64.org
There’s also a GUI toolkit with an interface designer being developed for it: https://www.qb64.org/inform/
What are some alternatives?
mark_vi - mark_v_1099_revision_4_source
raylib - A simple and easy-to-use library to enjoy videogames programming
no - Source code for the no app
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
Quake-2 - Quake 2 GPL Source Release
diceball - A simple "Dice Baseball" implementation in QuickBasic 4.5
instead - INSTEAD - Simple Text Adventure Interpreter
PB95-Clone - A ProgressBar95 clone written in QuickBasic!
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
openTri - openTRI is a game engine for the Playstation Portable (PSP)
chronon - This is an open-source reimplementation of Anachronox, built on top of the Quake 2 engine (which funnily enough is the same engine Anachronox was developed upon).