scons | just | |
---|---|---|
9 | 167 | |
1,947 | 17,403 | |
0.9% | - | |
9.3 | 9.0 | |
7 days ago | about 21 hours ago | |
Python | Rust | |
MIT License | Creative Commons Zero v1.0 Universal |
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.
scons
- SCons: A Software Construction Tool
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Show HN: Jeeves – A Pythonic Alternative to GNU Make
The most comprehensive make alternative in python I've seen is Scons (https://scons.org/)
It would be worth to see how they tackles some of the challenges you're looking into.
Blurb from the website:
SCons is an Open Source software construction tool. Think of SCons as an improved, cross-platform substitute for the classic Make utility with integrated functionality similar to autoconf/automake and compiler caches such as ccache. In short, SCons is an easier, more reliable and faster way to build software.
- Taskfile: A Modern Alternative to Makefile
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What was used to build C++ programs before Cmake?
SCons never got popular enough to escape the niches it grew up in.
- Python as a build tool
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Is it possible to dynamically introduce nodes inside the project
i literally do almost this exact thing with the game im working on. situation is: im the programmer, working with an artist who cant code (and im not going to make them edit json on an ipad lmao) so i have a google drive spreadsheet where they put metadata for the items they make. i have a script that uses rclone to copy this down as a csv, along with the image assets. then i wrote a python extension for scons that converts it to json (and also does some image processing/cropping because evidently procreate's export options are very limited). from here, i originally had an import plugin that would automatically import the json files as godot resources. however, i eventually decided to instead write a standalone script in gdscript (invoked with godot --script --headless myscript.gd) that would do the conversion ahead of import, mainly because i wanted to be able to have the game assets be more self-contained (like, so that an item has its texture in the same resource file instead of in a separate file referenced from the json). i then modified my scons build scripts to call this script.
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How do i get started with GD Extension?
it's a build tool, like cmake. https://scons.org/ you have to install it.
- CMake debugger allows you to debug your CMake scripts and more - C++ Team Blog
just
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I stopped worrying and loved Makefiles
I don't like makefiles, but I've been enjoying justfiles: https://github.com/casey/just
- Just a Command Runner
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Ask HN: Any tool for managing large and variable command lines?
I started using just [0] on my projects and have been very happy so far. It is very similar to make but focused on commands rather than build outputs.
Define your recipes and then you can compose them as needed.
[0] https://github.com/casey/just
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Ask HN: What software sparks joy when using?
just - https://github.com/casey/just
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GitHub switched to Docker Compose v2, action needed
Welp there is absolute chaos in that thread -- guess it's not an April Fools joke.
I wonder if relying on CI for anything other than provisioning machines is a mistake -- maybe we should have never moved from doing things from local scripts written in $LANGUAGE.
That said, I'm probably biased since I'm a massive fan of things like `make` and more appropriately for the current age, `just`[0]
[0]: https://github.com/casey/just
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Which command did you run 1731 days ago?
> When a command has some cognitive requirements I create a script with some ${1:-default} values and I store them all in $PATH enabled local/bin
I would consider using just for this:
https://github.com/casey/just
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Using Make – writing less Makefile
Your coworker's experience is more principled: Make is a mediocre tool for executing commands. It wasn't ever designed for that. Although it is pretty common to see what you are mentioning in projects because it doesn't require installing a dependency.
For a repo where an easy to install (single binary) dependency is a non-issue, consider using just. [1] You get `just -l` where you can see all the command available, the ability to use different languages, and overall simpler command writing.
[1] https://github.com/casey/just
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Show HN: Just.sh – compiler that turns Justfiles into portable shell scripts
This is fantastic, but I'd say that this solution is somewhat in response to this open issue from 2019:
https://github.com/casey/just/issues/429
I really wish just was included as a package in distributions.
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Sharing Saturday #496
So far, I didn't work on new features at all but on stabilizing the ground for further development: 1. CMake lists and modules were rewritten a lot, now managing builds and their configurations is much lesser pain. 2. Brought in Justfile for regular tasks, and it's great, no less. 3. Linters, formatters, analyzers for almost all the code (except for Janet for now, as because of it being a niche and young technology, it didn't get enough attention yet). 4. ECS stub. Now runtime class doesn't look like a god object. 5. Started writing unit tests which didn't happen with my personal projects before and maybe indicates how serious am I about this one :D 6. Some of previously hardcoded data has been moved to INI files. Now, if I release the game in 10 years, and in 10 more years some eccentric person decides to make a variant of it, it will be slightly simpler.
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What’s with DevOps engineers using `make` of all things?
i've grown to like this for my personal projects. https://github.com/casey/just
What are some alternatives?
meson - The Meson Build System
Task - A task runner / simpler Make alternative written in Go
ninja - a small build system with a focus on speed
cargo-make - Rust task runner and build tool.
CMake - CMake with debugging support. Based on initial @sysprogs fork.
cargo-xtask
Invoke - Pythonic task management & command execution.
Taskfile - Repository for the Taskfile template.
godot-cpp - C++ bindings for the Godot script API
CodeLLDB - A native debugger extension for VSCode based on LLDB
PlatformIO - Your Gateway to Embedded Software Development Excellence :alien:
cargo-release - Cargo subcommand `release`: everything about releasing a rust crate.