space-nerds-in-space
gaseous-giganticus
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space-nerds-in-space | gaseous-giganticus | |
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26 | 18 | |
713 | 109 | |
- | - | |
8.7 | 5.3 | |
about 1 month ago | 4 months ago | |
C | C | |
GNU General Public License v3.0 only | 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.
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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.
space-nerds-in-space
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Source code for a 1977 version of Zork
I don't know if this counts, but I wrote a parser for "the ship's computer" in my game, "Space Nerds in Space". It's described here: https://scaryreasoner.wordpress.com/2016/05/14/speech-recogn...
I also wrote some toy "interactive fiction" things (with less sophisticated parsers) in python and Lua as a way to gain familiarity with those languages, not that they are very interesting in and of themselves, though they demonstrate a fairly standard technique behind these kinds of games in a compact way.
https://github.com/smcameron/smcamerons-python-adventure
https://github.com/smcameron/space-nerds-in-space/blob/maste...
- Space Nerds in Space
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Real-Time Collision Detection by Christer Ericson; What's on the CD?
I have this book, which I got about 10 years ago, and found it very helpful when writing my own (primitive, not even close to state of the art) game in C, and I have recommended this book to others on reddit many times over the years. My copy of the book still has the CD inside, never opened. I never looked at it, mainly because I found there's no need, the algorithms are not very long for the most part, and I needed to understand them and fit them into my codebase anyway.
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Friday Post: What is something you made or solved in C that you are proud off?
Space Nerds in Space - multi-player starship bridge simulator so you can captain your starship through adventures with your friends.
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The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them!
Space Nerds in Space (github) is an open source spaceship bridge simulator so you can captain your starship through space adventures with your friends. Each player mans a station on a simulated starship. There are stations for Navigation, Weapons, Engineering/Damage Control, Comms, Science, and a gamemaster station. It's written in C, with a Lua API for writing "mission scripts". Multiple starships can be present in the simulation at once if you can manage to gather enough friends to crew them. It even supports speech recognition and natural language parsing if you're so inclined.
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How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
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What advantage is there of mixing a scripting language with C?
As an example, I made this game which is basically a multiplayer star trek game where each player is a member of the crew of a spaceship. There are "scenarios" -- little missions -- that are coded in Lua, some written by me, some by other people. You can see them here: https://github.com/smcameron/space-nerds-in-space/tree/master/share/snis/luascripts/MISSIONS There's a Lua API my game provides described here: https://github.com/smcameron/space-nerds-in-space/blob/master/doc/lua-api.txt
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A game server in C
Not an MMORPG, just a LAN game really, but my spaceship bridge simulator Space Nerds in Space is open source (GPL2) and in C. The network server architecture is pretty simple, TCP, and a read thread and a write thread per client, which would be a bad design if there were a large number clients, but for less than 30 or so clients (realistic number of clients is 5-10, leaning towards 5), it's absolutely fine (KISS principle). There's some documentation about how it all works here: Hacking on Space Nerds in Space and the website for the game is here: https://spacenerdsinspace.com
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How Much to Build a Bridge Set?
Continued this discussion on github: https://github.com/smcameron/space-nerds-in-space/discussions/322
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any tips on going open-source with our indie game?
I have an open source game project I've been working on since 2012 or so. I have received patches from 23 people during that time. Maybe 4 or 5 have made significant contributions (more than drive-by bug fixes, and I'm counting myself in those numbers). Well, you can take a look for yourself and see how the contribution graphs look
gaseous-giganticus
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Simulating Fluids, Fire, and Smoke in Real-Time
I think the curl noise paper is from 2007: https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-cu...
I've used the basic idea from that paper to make a surprisingly decent program to create gas-giant planet textures: https://github.com/smcameron/gaseous-giganticus
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Friday Post: What is something you made or solved in C that you are proud off?
Gaseous-giganticus - procedurally generates gas giant planet textures for space games, etc.
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How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
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Procedural Gas Giant
Here's my own gas giant thingy, which produces (what I imagine to be) decent results, but is quite slow.
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How do i use/compile gaseous giganticus?
Hi. I'm the author of gaseous-giganticus. You do not need to apply the patch, as it was incorporated into the source already a long time ago: https://github.com/smcameron/gaseous-giganticus/commit/b3ca95f2f3975d6ca97029dae166e2daf068b3f0
- Ask HN: What is the most impactful thing you've ever built?
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Aside from hobby and practice, what are some genuinely useful personal apps?
I needed some gas giant textures for planets in my space game so I made this thing, which also ended up getting used by other people for their Kerbal Space Program mods.
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Empyrion -- Galactic Survival - #3 by pavloocheretianyi01 on DeviantArt
Is that gaseous-giganticus output that I spy?
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Best (preferably free) procedural planet texture generators
I've made a couple. For gas giants, gaseous-giganticus. For earthlike, or rocky planets, there's a program called "earthlike.c" in the space-nerds-in-space repo. Other than allowing you to supply an input image to use more or less as a color palette, they don't allow much in terms of customization, though there are quite a few knobs you can turn.
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What is your best project using C?
Most innovative thing, or what I'm most astonished I actually successfully pulled off against all odds, is probably gaseous-giganticus, which is a program that uses curl noise for procedural fluid flow(pdf) on the surface of a sphere to create cubemap textures for procedurally generated gas giant planets.
What are some alternatives?
pioneer - A game of lonely space adventure
ebsynth - Fast Example-based Image Synthesis and Style Transfer
kernel - All linux kernel things
SPH-Fluid-Simulation - A multi-threaded particle-based solver, Smoothed-Particle Hydrodynamics, for the Navier-Stokes equation
sysidentpy - A Python Package For System Identification Using NARMAX Models
texture - Procedural texture generation package.
Kernel - Kernel for the LuaOS operating system
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
snis-builder - Container to build space-nerds-in-space
chip-walo - CHIP-8 Emulator using C and SDL2.
linux - Linux kernel source tree
lsblk - List information about block devices in the FreeBSD system.