toolchains_llvm
noclip.website
toolchains_llvm | noclip.website | |
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4 | 203 | |
268 | 3,110 | |
4.1% | - | |
8.8 | 9.4 | |
5 days ago | 1 day ago | |
Starlark | TypeScript | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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.
toolchains_llvm
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cc toolchain for macOS Monterey / Apple M1
load("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive") BAZEL_TOOLCHAIN_TAG = "0.7.2" BAZEL_TOOLCHAIN_SHA = "f7aa8e59c9d3cafde6edb372d9bd25fb4ee7293ab20b916d867cd0baaa642529" http_archive( name = "com_grail_bazel_toolchain", sha256 = BAZEL_TOOLCHAIN_SHA, strip_prefix = "bazel-toolchain-{tag}".format(tag = BAZEL_TOOLCHAIN_TAG), canonical_id = BAZEL_TOOLCHAIN_TAG, url = "https://github.com/grailbio/bazel-toolchain/archive/{tag}.tar.gz".format(tag = BAZEL_TOOLCHAIN_TAG), ) load("@com_grail_bazel_toolchain//toolchain:deps.bzl", "bazel_toolchain_dependencies") bazel_toolchain_dependencies() load("@com_grail_bazel_toolchain//toolchain:rules.bzl", "llvm_toolchain") llvm_toolchain( name = "llvm_toolchain", llvm_version = "15.0.5", ) load("@llvm_toolchain//:toolchains.bzl", "llvm_register_toolchains") llvm_register_toolchains() http_archive( name = "com_google_googletest", urls = ["https://github.com/google/googletest/archive/609281088cfefc76f9d0ce82e1ff6c30cc3591e5.zip"], strip_prefix = "googletest-609281088cfefc76f9d0ce82e1ff6c30cc3591e5", )
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Incremental Builds for Haskell with Bazel
Yeah the cross-compilation thing is definitely a rough spot. I have one project that's able to work around it via extensive hacks with macros, but at some point I'll need to do it "the right way."
Honestly if the docs had a canonical example of e.g. using unix_cc_toolchain_config (example: [0]) + Bootlin to compile for aarch64, it'd probably go a long way to making things understandable. Because say what you will about the old CROSSTOOL approach, at least there was a nice tutorial for it.
[0] https://github.com/grailbio/bazel-toolchain/blob/f14a8a5de8f...
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Cross-compiling to linux on MacOS with cgo
I'm really not familiar with this issue or Go nor C++ overall, but if all you need is to set up a C++ toolchain, this should be quite simple and solve your issue.
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WebAssembly
The trick is that to provide Bazel with a custom toolchain involves way more than just setting an environment variable, because Bazel wants to control installing and making available the compiler reliably (e.g., what if `emcc` is not present on the system where Bazel was invoked? Bazel solves that problem by fetching it and building it for that system)
There are projects that provide drop-in support for custom toolchains (e.g., we use this project[0] in Sorbet to fetch and build a custom LLVM/Clang toolchain for every host we build on (rather than relying on the system toolchain). But I'm not aware of a project that has done that for Emscripten. Maybe it would be as easy as plucking out what we've done in our project into a project that others could depend on, but to quote a colleague:
> Setting up a cc toolchain in Bazel is a unique sort of pain.
[0] https://github.com/grailbio/bazel-toolchain/
noclip.website
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How We Crowdfunded $750k for a Giant Book about Keyboard History
I know this is definitely not what you’re talking about because it’s a website and not a book but it’s a link always worth sharing https://noclip.website/
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Decompilation of Paper Mario for N64
As far as I know, yes.. Besides simple differences like register allocation, it's difficult to prove that your code behaves the same as the target if its nonmatching. It's also just really satisfying when you get a match.
When doing standard reverse engineering, you might use something like Ghidra or Hex-Rays. This is what the developer of noclip.website [1] did to reimplement a lot of Mario Galaxy code, such as enemy AI.
[1] https://noclip.website/#smg/AstroGalaxy
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Does anyone know the Banjo-Kazooie free camera code from the "Off Camera Secrets" video by Shesez?
I don't know where to get what they used in that video, but the closest thing I could suggest is a site called "noclip" ?
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Quake Brutalist Jam II
You might also be interested in: https://noclip.website/ (not quake maps)
I also know https://www.halospawns.com/app used to have quake maps (dm6 at least), but can't find it now.
- Site that lets you explore levels and maps from several video games
- I found an awesome website that lets you explore old games maps! Is it legal?
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Explore Game Worlds (noclip)
This isn't Ross's "Dream Software", but I find it somewhat related - at least its output. Check out noclip's website here.
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Noclip.website: A digital museum of video game levels
https://noclip.website/#snap/1A;ShareData=AUsPn92;%5eVT:h=19... , or to hook up the first one to the second (although the system to signal between distant pokemon, which it probably uses, is mostly implemented). There are a few other instances of things that are supposed to be spawning conditionally which aren't handled yet, like extra lapras in the beach.
- Noclip – A digital museum of video game levels
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Pikmin can now sing the Awakening Wood theme
I'll leave an article from Pikipedia with a demonstration gif, plus a picture of the whole title screen from The Models Resource and a small comparison I made myself, using noclip.website.