wagic
space-nerds-in-space
wagic | space-nerds-in-space | |
---|---|---|
13 | 26 | |
338 | 714 | |
0.6% | - | |
8.5 | 8.7 | |
9 days ago | about 2 months ago | |
C++ | C | |
GNU General Public License v3.0 or later | 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.
wagic
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What's up with the "Wizards of the Cost hiring hitmen" accusation?
There's also Forge and Wagic that let you play digital Magic offline with all the cards for free.
- 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!
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Did a video on the PSP in 2023 with a lot of info on the IPS upgrade.
I highly recommend Wagic homebrew for the PSP
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For anyone who enjoys Magic: The Gathering, a gem from years ago!
Head to the github for the most recent Linux version. (Psp version has very little ram and runs like crap, And I couldn't get the windows version to work, nor did I try the android or other versions.)
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Forge and XMage: The best free and open source rules engines for ‘Magic: the Gathering’
Wagic: the Homebrew?! is still being updated (until recently)
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Anyone have higher-resolution versions of these full-art Dual Lands from Wagic: the Homebrew?
Background: Back in 2014, I was really into the digital MtG game Wagic: the Homebrew?! (forum) and there was a developer called Tacoghandi who did some custom content for the game, including a set full of favourite cards in awesome alt-art. I always liked his rendering of the Dual Lands, and wanted to print some out, but Gigapixel was a bit rubbish with the upscaling (source images are too small) and the largest versions I've been able to find are posted above. I could potentially recreate them if I could find hi-res/vector versions of the combined mana symbols, but I can't find those anywhere either. Can anyone help me?
- can anyone reccomend me low mb ppsspp games??
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Made a fun cardback. If anyone would like. I don't know how to submit to mpcfill, but if anyone would like to add it feel free.
Wagic is still alive; updated here.
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Let's waste Wildcards and have our cards nerfed boys!
I recomment Wagic: the Homebrew?! (single player, GUI looks a bit like Arena but it can run on a potato) or MTG Forge (has multiplayer and 99% of all cards)
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When arena is down - What are your other hobbies?
train magic with wagic https://github.com/WagicProject/wagic
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
What are some alternatives?
zig-xml - XML parser and writer for the Zig programming language
pioneer - A game of lonely space adventure
cargo-show-asm - cargo subcommand showing the assembly, LLVM-IR and MIR generated for Rust code
kernel - All linux kernel things
DeSmuME-PSP - A Nintendo DS emulator for PlayStation Portable.
sysidentpy - A Python Package For System Identification Using NARMAX Models
flutter_everywhere - Template Flutter Project for iOS, Android, Fuschica, MacOS, Windows, Linux, Web, Command Line, Chrome Extension
Kernel - Kernel for the LuaOS operating system
wp-plugin-leaflet-map - Add leaflet maps to Wordpress with shortcodes
snis-builder - Container to build space-nerds-in-space
php-mercure - Mercure server implemented in plain PHP
linux - Linux kernel source tree