space-nerds-in-space
OpenRGB
space-nerds-in-space | OpenRGB | |
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26 | 618 | |
719 | - | |
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8.7 | - | |
3 months ago | - | |
C | ||
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.
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
OpenRGB
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Running Gallium OS on a very old Dell Chromebook 11 with an "Activity Light" on the back cover that, in Chrome OS, can be turned red, yellow, or blue. Any idea how I might be able to turn it on from within Linux? Maybe some terminal commands?
Try https://gitlab.com/CalcProgrammer1/OpenRGB/
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Multi-vendor RGB controller app OpenRGB v0.9 is out now
Release notes: https://gitlab.com/CalcProgrammer1/OpenRGB/-/releases/release_0.9
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Until RedHat Stops Violating the GPL, Fedora Should Stop Being Recommended on Here
kernel patched with cherry-picked zen patches (also used in TKG kernel on Arch https://github.com/Frogging-Family/linux-tkg/blob/master/linux-tkg-patches/6.1/0003-glitched-base.patch) kernel patched with OpenRGB (https://gitlab.com/CalcProgrammer1/OpenRGB/-/wikis/OpenRGB-Kernel-Patch) kernel patched to enable amdgpu for pre-polaris cards by default instead of radeon kernel patched with steam deck support kernel patched with microsoft surface support (https://github.com/linux-surface/linux-surface/tree/master/patches/6.1) kernel patched with asus-linux patches for better asus laptop compatibility. (https://gitlab.com/asus-linux) kernel patched with simpledrm fix/workaround for nvidia (see: https://gitlab.com/cki-project/kernel-ark/-/merge_requests/1788 ) kernel patched with ACS override IOMMU patch for better vfio iommu group control (https://aur.archlinux.org/cgit/aur.git/tree/add-acs-overrides.patch?h=linux-vfio) kernel patched with Lenovo Legion Linux support (https://github.com/johnfanv2/LenovoLegionLinux) kernel patched with customizable USB polling rate support (https://github.com/KarsMulder/Linux-Pollrate-Patch + https://github.com/GloriousEggroll/Linux-Pollrate-Patch) kernel configured with ashmem, binder, and android support for Waydroid QSG_RENDER_LOOP=”basic” set for nvidia cards — fixes nouveau Wayland freezes. The nvidia proprietary driver sets this anyway after installation. This fixes the issue of KDE Wayland often times freezing on first login before nvidia proprietary drivers are installed. latest mesa release version provided for AMD/Intel desktop/GL drivers, mesa-git vulkan drivers provided for latest vulkan fixes/updates, built and updated regularly (every few weeks to a month on average) glibc patched with clone3 disabled (fixes CEF compatibility in applications using outdated CEF such as Discord, Steam beta) glibc patched with broken commits reverted to allow EasyAntiCheat to work for Rogue Company dnf max parallel downloads increased to 6 gst-editing-services disabled — causes WINE to hang when creating new prefixes lspci symlink from /usr/sbin/lspci to /usr/bin/lspci for Dying Light: https://www.gamingonlinux.com/forum/topic/2766/post_id=17381 ‘nobara-controller-config’ package provided for easy installation of xone and xpadneo drivers and firmware. gnome variable refresh rate patches added for mutter: https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1154 gnome mutter check-alive-timeout increased from 5 seconds to 30 seconds. This is the amount of time gnome waits before trying to determine if an application is not responding. At 5 seconds it almost immediately triggers for league of legends (and some other applications) if those applications are still in the loading phase. We feel 30 seconds is a much more reasonable wait time. gnome mutter patched with x11 fractional scaling: https://salsa.debian.org/gnome-team/mutter/-/raw/ubuntu/master/debian/patches/ubuntu/x11-Add-support-for-fractional-scaling-using-Randr.patch gnome mutter wayland and x11 fractional scaling enabled by default: https://wiki.archlinux.org/title/HiDPI#Fractional_scaling gnome shell patched with https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2358 to allow gnome-extension-manager to auto-update without needing gnome-extension-app installed. (They both function the same but gnome-extension-manager allows management of extensions without a browser). gamescope version regularly updated goverlay version regularly updated mangohud version regularly updated vkbasalt version regularly updated vm.max_map_count = 16777216 set by default for Star Citizen xwayland patched with fix for locked fps on some systems: https://build.opensuse.org/package/view_file/home:hwsnemo:xwayland/xwayland/xwayland-vsync.diff?expand=1 supergfxctl and gnome extension + kde plasmoid enabled for laptops. Vendor agnostic and works with any combination of intel/amd/nvidia gpus.
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[Gamers Nexus] We're Fixing this Anti-Consumer Nightmare | OpenPleb Sensors & RGB, ft. Wendell from Level1 Techs
I have a 30 series ASUS card, and Armory Crate didn't even detect my Strix 3080. Took me awhile to remove all of their bs software from my system (big thanks to Autoruns and BCUinstaller). Now I use OpenRGB to control everything.
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MSI GeForce GTX 1080 Ti GAMING X TRIO
Have you created an issue here?
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OpenRGB and Steelseries Apex 9
OpenRGB doesn't see my Steelseries Apex 9 keyboard - is there any way to fix this? I saw adding Apex 9 recognition was requested here and a GitLab branch that adds the Apex 9 recognition was even linked but I don't know how to add this user-submitted update to OpenRGB. Any tips?
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[TPU] CORSAIR Revolutionizes DIY PC Building with the New iCUE LINK Smart Component Ecosystem
I'd much rather we had some convergence on a common standard so we could all just use something like OpenRGB, except knowing the monkey's paw that is modern tech we'd just end up in relevant XKCD territory.
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what software can you to Sync RGB since RGB fusion is trash (can't detect Corsair ram)
OpenRGB is my current choice, open source is always a plus.
- [Openrgb] Impossible d'ouvrir OpenRGB au démarrage
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Is there still no version of GHub on Linux? Apparently they've been promising this for over 3 years.
Before upgrading myself to a Keychron Q3 i used OpenRGB to control RGB on Logitech trash hardware : https://i.imgur.com/mkzcQDU.png
What are some alternatives?
pioneer - A game of lonely space adventure
Aurora - Unified lighting effects across multiple brands and various games.
kernel - All linux kernel things
WLED - Control WS2812B and many more types of digital RGB LEDs with an ESP8266 or ESP32 over WiFi!
sysidentpy - A Python Package For System Identification Using NARMAX Models
liquidctl - Cross-platform CLI and Python drivers for AIO liquid coolers and other devices
Kernel - Kernel for the LuaOS operating system
icue-ambilight - Ambilight for Corsair devices: Synchronise the colors of your iCue compatible devices with the content displayed on your screen.
snis-builder - Container to build space-nerds-in-space
OpenRGBEffectsPlugin
linux - Linux kernel source tree
QMK-OpenRGB - Open-source keyboard firmware for Atmel AVR and Arm USB families