ttrpg-map-sketcher
lumixengine
ttrpg-map-sketcher | lumixengine | |
---|---|---|
2 | 2 | |
4 | 3,343 | |
- | - | |
10.0 | 9.5 | |
over 1 year ago | about 2 months ago | |
TypeScript | C++ | |
- | MIT License |
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ttrpg-map-sketcher
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Best D&D map makers for dungeons, cities and worlds
I GM an online TTRPG, and I wanted to replicate the experience of the players drawing the map themselves as they go along. We use Roll20, but didn't find the tools particularly well suited to updating the map in the moment.
So, I had a go at making a little tool that lets you quickly make rough sketches of the map, as well letting you move tokens (for the characters) around. It's not particularly fancy, but it seems to work for us!
https://github.com/mwilliamson/ttrpg-map-sketcher
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Ask HN: What Are You Working on This Year?
An app for quickly and collaboratively drawing maps for tabletop RPGs.
I run a tabletop RPG for some friends over the Internet using Roll20. As a player in other (in-person) games, there have been times where we've collaboratively made a map as we've gone along rather than the GM providing one, and I wanted to be able to provide a similar experience for my players. Since we found Roll20 didn't really work for this use case, I'm cobbling together an app that tries to make the experience as fluid as possible. It's only really intended for my group when I'll be on hand to explain how it works and I'll be the only one deploying it, so the docs are somewhat sparse, but in case anyone is interested:
https://github.com/mwilliamson/ttrpg-map-sketcher
I've also been working on a compiler for the most boring programming language in the world: https://github.com/mwilliamson/clunk
I maintain a library with ports to multiple languages (JavaScript, Python, Java). They have very similar structure, which means doing the same thing in pretty much the same way three times each time I make a change.
The idea I wanted to test with my language is: is it possible to extract a common subset that compiles into reasonably idiomatic code for those target languages? The compiled interfaces should be sensible (i.e. use of the code from the target language should be as good as if written in the target language directly), while implementations can be a little less tidy, but ultimately still readable and easily refactorable if the user ever decides to eject from my language and write everything in the target language(s) instead.
I doubt I'll ever use it in anger, and since it's nowhere near ready for use of any kind there aren't really any docs. In the unlikely event someone is interested, the most illuminating thing to look at would be the very beginnings of the reimplementation of the aforementioned library. Since I use snapshot testing with examples, you can see the source code, generated code and result of running the compiled test suite in one file:
Java: https://github.com/mwilliamson/clunk/blob/main/snapshots/%5B...
lumixengine
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Ask HN: What Are You Working on This Year?
I recently fell in love with node-based editors so I'm working on several plugins for my game engine https://github.com/nem0/LumixEngine, e.g. node-based procedural geometry plugin, node-based image editor, visual scripting or node-based level generator. I am also thinking about using WASM as runtime for the visual script, which also means easier support for scripting in other languages which can compile to WASM.
- Thinking of creating a Game Engine for my game...
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