unity-actions
Jinx
unity-actions | Jinx | |
---|---|---|
18 | 26 | |
892 | 291 | |
0.0% | - | |
1.3 | 0.0 | |
about 1 year ago | over 1 year ago | |
Mathematica | C++ | |
MIT License | 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.
unity-actions
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
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.unitypackage creator made with Rust
Game CI seems to be pretty good, given the fact that it is open source and you can fix it if needed
Jinx
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DreamBerd is a perfect programming language
Check out jinx https://jamesboer.github.io/Jinx/
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
Don't get me wrong, I'm a big fan of automated tests where it makes sense. I wrote a scripting language that I use for my personal game projects, and I never would have been able to do it if it weren't for the battery of tests for every feature, error, and corner case I could think of. But games are rarely like other software, with hard rules about what is "correct" or "incorrect". And it would be a nightmare to try to keep up with designers, constantly tweaking and tuning, so what's "correct" is literally a day to day, constantly moving target.
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any modern procedural programming languages?
A second trial for you might be Jinx. Depending on your definition of procedural, Jinx is 100% only procedural. https://jamesboer.github.io/Jinx/
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Which phases/stages does your programming language use?
Jinx (embeddable scripting language) works as following:
- How do I create a file that will automatically compile and run my c++ program when I double click it?
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Is I already know C and OOP, do I basically already know C++?
Feel free to look at my own interpreter, written in modern C++. You're welcome to ask me if you have any questions.
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I'm curious what a gameplay programmer would use a scripting language for
I use my own scripting language more like content, especially for things like one-off events and behaviors. Example: scripting special behaviors for a boss fight, or a room with a unique trap in it, or any other sort of one-off behavior that would be overkill for C++, but too complex for most other types of data-driven content. These days, visual scripting also helps to fill in these gaps between content and procedure.
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What are the best free books for learning to write interpreters in C++?
You're welcome to look at my scripting language Jinx, written in modern C++. Just let me know if you have specific questions. Data flow is JxLexer.cpp -> JxParser.cpp -> JxScript.cpp. Most everything else is implementation details. Also, note the parer is pretty complex, mostly because Jinx has a crazily flexible syntax for functions.
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Design examples for runtime scripting
Feel free to look at Jinx if you want an example of what I consider a fairly easy-to-use and integrate scripting system. Obviously, I'm a bit biased since I wrote it.
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Is just UTF-8 support good enough?
If you're working in UTF-8 internally, you could just write your own UTF-16 to UTF-8 conversion functions to convert strings at API boundaries. I did this in my scripting language because I didn't want to bring in dependencies.
What are some alternatives?
NaughtyAttributes - Attribute Extensions for Unity
vigil - Vigil, the eternal morally vigilant programming language
action-junit-report - Reports junit test results as GitHub Pull Request Check
funl - FunL programming language
microgravity.io - Microgravity.io is a 2D shooter IO game set in space in which you must create a conquering civilization.
RapidJSON - A fast JSON parser/generator for C++ with both SAX/DOM style API
unitypacker - A tool to .unitypackage 📦 from command line.
utf8.h - 📚 single header utf8 string functions for C and C++
godot-game-template - Generic template for Godot games
langs
webhook - webhook is a lightweight incoming webhook server to run shell commands
zhetapi - A C++ ML and numerical analysis API, with an accompanying scripting language.