scons
lollypops
scons | lollypops | |
---|---|---|
9 | 2 | |
1,947 | 109 | |
0.9% | - | |
9.3 | 7.7 | |
7 days ago | 9 days ago | |
Python | Nix | |
MIT License | GNU General Public License v3.0 only |
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
lollypops
-
Taskfile: A Modern Alternative to Makefile
Taskfile is great! I used it to write a NixOS deployment tool [1] which I have been using ever since
[1] https://github.com/pinpox/lollypops
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Lollypops - simple, parallel, stateless NixOS deployment tool
:lollipop: https://github.com/pinpox/lollypops :lollipop: https://discourse.nixos.org/t/lollypops-simple-parallel-stateless-nixos-deployment-tool/20017
What are some alternatives?
meson - The Meson Build System
Taskfile - Remember how to run all your shell based workflows.
ninja - a small build system with a focus on speed
Task - A task runner / simpler Make alternative written in Go
CMake - CMake with debugging support. Based on initial @sysprogs fork.
Bitwarden - The core infrastructure backend (API, database, Docker, etc).
Invoke - Pythonic task management & command execution.
Rake - A make-like build utility for Ruby.
godot-cpp - C++ bindings for the Godot script API
cue - The home of the CUE language! Validate and define text-based and dynamic configuration
PlatformIO - Your Gateway to Embedded Software Development Excellence :alien:
just - 🤖 Just a command runner