space-shooter.c
NetHack
space-shooter.c | NetHack | |
---|---|---|
19 | 62 | |
1,317 | 2,729 | |
- | 3.4% | |
0.0 | 9.9 | |
over 1 year ago | 2 days ago | |
C | C | |
MIT License | - |
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-shooter.c
-
Beginner, intermediate, and advanced c programming projects
You can do something like this, but way less polished and stick to one platform: https://github.com/tsherif/space-shooter.c/tree/master
- Advice for bigger c projects?
- Good open source games written in C?
- are there tutorials for code organization for games in C?
-
Podcast: Modern C for Absolute Beginners
Otherwise study real, mature, well-written C programs. There's a wealth of techniques and tricks that aren't really documented anywhere, but rather picked up from others. Recommendations off the top of my head: BSD utilities, musl, and SQLite. Or simply study the source for your favorite C software. Also, something good posted here recently: The Architecture of space-shooter.c.
- The Architecture of Space-Shooter.c
- The Architecture of space-shooter.c
-
space-shooter.c: A cross-platform, top-down 2D space shooter written in C using only system libraries
I wrote space-shooter.c as a personal challenge to create a game from start to finish in C without using any 3rd-party libraries and wanted to share the source as a reference for anyone who's also interested in this type of game programming. The source code is heavily-commented, and I'm also writing a (still WIP) architecture guide that goes over the design decisions and details I learned about working with OS APIs in C: https://github.com/tsherif/space-shooter.c/blob/master/ARCHITECTURE.md
- Space-shooter.c: cross-platform, top-down 2D space shooter written in C
NetHack
-
Installing NH 3.7 on Win11 without using Linux?
download NetHack sources (https://github.com/NetHack/NetHack -> Code -> Download ZIP, unpack them on your computer)
-
Eglot + clangd not working for NetHack code base
My configuration of Eglot is simple: (use-package eglot :hook (c-mode . eglot-ensure)). And it works for a single c file. But when I use this setup to read the code of NetHack, it doesn't work for linting and definition finding (M-.), even though eglot connection has no problem. I observed the same problems when reading the code of SQLite. Some specific problems I observed:
-
First version of nethack with a bestiary?
Since nethack 3.1.0, the source for nethack's "bestiary" has been dat/data.base, in plain text, processed into a file named "data" when building the program. The unprocessed file intended for the nethack's next version can be seen at https://github.com/NetHack/NetHack/blob/NetHack-3.7/dat/data.base (it's quite long).
-
NetHack splash screen source? (question in comments)
I am not really 100% sure what you are looking for. Are you looking for the actual picture? It is built during compilation from this uuencoded file https://github.com/NetHack/NetHack/blob/NetHack-3.7/win/win32/splash.uu
- (...) instead of one single extremely large structure named 'g' to house all of the relocated global variables, they are distributed into several ga through gz. (...) To make things easy for the developer, each variable is placed into the struct corresponding to the starting letter of the variable.
-
Cant go down staircase?
xNetHack is based on NetHack 3.7.0, and there was a bug (now fixed) in NetHack 3.7.0 that caused stair destinations to be messed up after a game is recovered. I wonder that has happened here: perhaps you are playing a version of xNetHack that inherited the bug from NetHack 3.7.0, this is a recovered game.
-
toot toot
They won't be afraid of music in 3.7.
-
Minetown Shop with a closet, uses other than YASD for shoplifting?
This is a bug that was fixed in the upcoming 3.7, in this commit. Basically, if the random filler created a space that was made inaccessible by the fixed level design getting overlaid on top of the random filler, a door could be created to make that space accessible.
-
YAAP: Elvish Atheist Wizard
There is not a comprehensive list of changes in existence. This one comes close but doesn't contain everything https://github.com/NetHack/NetHack/blob/NetHack-3.7/doc/fixes3-7-0.txt
-
Is displacement worth anything after you get intrinsic invisibility?
I have an open github issue requesting that intrinsic invisibility be made only temporary, not permanent. That would make the invisibility mechanic more interesting since you could decide multiple times per game whether you want it, and extrinsic invisibility items would become more useful.
What are some alternatives?
OpenHSP - Hot Soup Processor (HSP3)
angband - A free, single-player roguelike dungeon exploration game
roguelike.h - Header only roguelike rendering library.
UnNetHack - NetHack fork that is in development
OpenTyrian - Open Tyrian source code
crawl - Dungeon Crawl: Stone Soup official repository
Open-Golf - A cross-platform minigolf game written in C.
EvilHack - A variant of NetHack that is designed to be a much more challenging experience than the original, drawing inspiration and content from various existing variants along with adding unique and never-before-seen custom content.
simple-opengl-loader - An extensible, cross-platform, single-header C/C++ OpenGL loader library.
sil-q
duke3d - The icculus.org port of Duke Nukem 3D.
BrogueCE - Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game