source-sdk-2013
Polly
source-sdk-2013 | Polly | |
---|---|---|
52 | 52 | |
3,649 | 13,009 | |
0.3% | 0.7% | |
0.0 | 9.8 | |
11 months ago | about 23 hours ago | |
C++ | C# | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
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source-sdk-2013
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A boy who stole Half-Life 2
It's literally on Github. https://github.com/ValveSoftware/source-sdk-2013
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An Investigation of Random Bullet Spread
here's the full thing https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/shot_manipulator.h
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Sniper laser, a better solution!
please don't try to continue arguing this because, while i can't say i'm an authority of this subject, i've studied far more than enough about it to say that you're not making sense and if you really don't trust me then you can simply do what i did: read articles, read the source code, learn from other people who are more knowledgeable
- [Bunnyhopping] Code de mouvement du moteur du tremblement de terre et source
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Demoknight Charge Math&Code
I have just finished Solar's complex Demoknight Guide. And I know the code behind rampsliding and basic SourceEngine&TF2 movement code.
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How to change weapon certain stats for Half-Life 2?
Hi! The only other stats you can change without editing the code is weapon damage by editing skill.cfg inside the cfg folder. Weapon recoil and fire rate can only be changed by editing the code. The source code for Half-Life 2 can be found here: https://github.com/ValveSoftware/source-sdk-2013
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Following Valve's tutorial for my first mod but can't find weapon_rpg.cpp anywhere in the solution, nor the folder "hl2mp_dll". I'm using Visual C++ 2008 Express Edition and the 2007 HL2MP SDK (mod from scratch).
Weapon_rpg.cpp is in src/game/shared/hl2mp as an example
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Half-Life 2 Running on Raspberry Pi 4 Natively
Also, while this uses leaked code, Valve has officially released the Source SDK 2013, which does include all the hl2 specific code, so if you copy over the assets from hl2, it can run just like normal.
- where are all the HL2 .vcd's ??
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Random bullet spread option changes total spread instead of just randomizing spread
the random spread is biased towards the centre, pretty easy to observe and heres the code for it https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/shared/shot_manipulator.h
Polly
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The Retry Pattern and Retry Storm Anti-pattern
In our applications, we should wrap all requests to remote services in code that implements a retry policy that follows one of the strategies I listed earlier. If you are a .NET developer like myself, you may be familiar with the Polly library. Golang has a library called Retry, and there are numerous third-party libraries for Python and Java.
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Http calls on mobile, what is the preferred way / best practice
Another question that rises is, would it be better to use some HttpClient package to handle the requests, like Refit in combination with Polly. But then again, it seems Refit also uses the HttpClient factory, which was a bad thing according to the previous?
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[Question] HttpClient does not recover from error
D'Oh! Sorry, not PolySharp. I meant Polly. Too many similarly-named libraries!
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I thought "Availability Groups" would be 100% "seamless"
Everywhere I've worked with AGs, we've worked with the application team to add retry logic to help make things a bit more seamless to end users. There are libraries out there that can make this pretty easy - Polly is one that I've used a few times, but there are others.
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Do you really need "microservices"?
Fallacy 1: The network is reliable. If system 2 works perfectly well, but is not accessible for service 1 due to network issues, service 2 is still unavailable. This is why timeouts, service breakers and retry policies exist. A great tool for .NET to handle common network issues is Polly, but even when using a tool like this, the network is still not completely reliable.
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Only "exit 1" if VISIBLE errors are thrown during script invocation, ignoring try/catch blocks
I see. Then I don't have any better idea right now, but I do want to suggest that if your script is mostly API calls and you want to be able to deal with failures then take a look at the polly library: https://github.com/App-vNext/Polly
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Getting back into C# after a hiatus, any good reading material recommendations to get back up to speed? Been using Kotlin recently, and got quite a lot of experience in engineering.
Runs in containers nicely, has good integration with Kafka, RabbitMQ, gRPC, etc. for Microservices communication. Implements resiliency patterns you'd want in Microservices via Polly. Has a decent Dependency Injection framework built in by default.
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What your hidden nuget gems ?
It's in no way hidden. But I use Polly all the time.
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Message Queueing
Depending if the sender or the reciever is down, you can also try Polly http://www.thepollyproject.org/
- How To Implement Retries Without Cluttering Your Code
What are some alternatives?
gmod-shootpos-fix - https://github.com/ValveSoftware/source-sdk-2013/pull/442
MediatR - Simple, unambitious mediator implementation in .NET
halflife - Half-Life 1 engine based games
Hangfire - An easy way to perform background job processing in .NET and .NET Core applications. No Windows Service or separate process required
Quake - Quake GPL Source Release
FluentValidation - A popular .NET validation library for building strongly-typed validation rules.
source-sdk-2013 - This is Mapbase's public GitHub repo. It contains all of the code, but not the assets.
Redis - Redis is an in-memory database that persists on disk. The data model is key-value, but many different kind of values are supported: Strings, Lists, Sets, Sorted Sets, Hashes, Streams, HyperLogLogs, Bitmaps.
SEFGD - SE FGD's
Refit - The automatic type-safe REST library for .NET Core, Xamarin and .NET. Heavily inspired by Square's Retrofit library, Refit turns your REST API into a live interface.
Quake-III-Arena - Quake III Arena GPL Source Release
Flurl.Http - Fluent URL builder and testable HTTP client for .NET