reflector
macro-lisp
reflector | macro-lisp | |
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17 | 10 | |
19 | 417 | |
- | - | |
0.0 | 3.9 | |
about 1 year ago | 11 months ago | |
TypeScript | Rust | |
- | MIT License |
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reflector
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[2022 in RoguelikeDev] Reflector: Laser Defense
Reflector: Laser Defense itch.io | GitHub | @mmakesgames
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Sharing Saturday #396
Reflector: Laser Defense (itch.io|twitter|blog|github) Roguelike base-building in an hour
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Recommendation for someone who likes CDDA? Something that is focused on base building (building a farm, mining, hoarding resources) but has decent combat.
I recommend my own game Reflector: Laser Defense but with a big caveat: it is much more puzzle-like and less simulationist than CDDA. Everything has a 1hp. The core mechanic is about reflecting and manipulating laser beams.
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Rot js drawing at arbitrary positions?
Like some others, I use rot.js for some map gen and rng but for rendering I use a different library, pixi, which let's me use particles and animations. It's kinda messy, but you can browse my code here https://github.com/mscottmoore/reflector (src/lib/renderer)
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Roguelikes where tiles represent bigger regions?
My game, Reflector: Laser Defense, sort of fits the description, but it might be at slightly smaller scale than you're looking for. A single tile in Reflector represents a big enough area for an entire building, or entire farm. You can't zoom in any closer.
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Sharing Saturday #366
Reflector: Laser Defense | play now | twitter
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Sharing Saturday #353
Took a break from working on Reflector to participate in the 7DRL jam, this time with a couple collaborators: u/Lemunde doing the sprites and other art, and u/brightbone63 composing music and making sfx. I'll save my main write-up for the dedicated thread, but I'm really happy with how it came together. It was a rush at the end, and I'm not confident in the late-game balance, but it feels like a complete game.
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Turn-based city builder a good idea?
I'm working on a turn-based base builder, Reflector: Laser Defense. There's an emphasis on tactical combat, the specific mechanics of which really wouldn't work well in real time (with or without pause). There's production and resource management as well, which works mostly how you describe. I think it works out alright, though it's sometimes confusing. Give it a try and let me know if you have any questions!
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Sharing Saturday #351
scifi roguelike basebuilder | play now | code | blog | @mscottmooredev
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7DRL 2021 Brainstorming
If you want something with a little less magic, pixi.js is a good option. I believe phaser uses it under the hood. I use it to render the map in my game (non-map UI uses React). You can browse my messy Typescript code here. That said, for the 7DRL perhaps the extra magic of phaser will be nice.
macro-lisp
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Bare minimum atw-style K interpreter for learning purposes
Rust’s macro system is safe and hygienic, people have implemented lisps in it. I just did a google search to find an example, so I have no idea how well supported this is, https://github.com/JunSuzukiJapan/macro-lisp
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Lust 🦞
You can already have both: https://github.com/JunSuzukiJapan/macro-lisp
- What would be your “perfect” programming language?
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"RIIR"
Via a lisp macro?
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In theory, is it possible to bundle a rust-to-rust transpiler with rustc in order to make "breaking" language changes, without actually breaking anything? And how would you prove the accuracy of such a system?
Rust macros can make the language look like anything, even lisp: https://github.com/JunSuzukiJapan/macro-lisp
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Lisp as an Alternative to Java
Why not get the best (?) of both worlds with the macro-lisp crate: https://github.com/JunSuzukiJapan/macro-lisp
A small snippet from the project's examples shows minimal boilerplate between Rust and a native-looking Lisp experience:
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Sharing Saturday #353
After that, I'm going to go back to working on adding some scripting. My attempts at making a Lisp in Rust failed spectacularly, but when trying to find a ready made replacement that's not too big (so not RustPython and not Rhai or Dyon) I found mentions of DSL, which are usually Rust macros, which led me to https://github.com/JunSuzukiJapan/macro-lisp (single file, circa 400 lines, that does basically the whole job I want, i.e. being able to call Rust functions when I need them, e.g. from an in-game console)
What are some alternatives?
wally-fov - Shadow-casting field-of-view algorithm with support for walls along tile edges
Carp - A statically typed lisp, without a GC, for real-time applications.
Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.
Kind2 - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind]
ranviermud - A node.js based MUD game engine
innit - A roguelike game where you play a micro organism inside a larger organism!
aplus - A+ Programming Language
wcomf - Here you'll find the newest versions of my game, Weird Caves of Mediocre Fun.
paren-face - A face dedicated to lisp parentheses
ECS - A templated, single-file header only Entity Component implementation.
union - Anonymous unions in Nim