Sharing Saturday #496

This page summarizes the projects mentioned and recommended in the original post on /r/roguelikedev

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  • DarkRelic

  • Dark Relic - repo

  • Omega

    My C++ fork of the 1987 roguelike "Omega" (by Lyle-Tafoya)

  • Omega Rebirth - https://github.com/Lyle-Tafoya/Omega

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  • sml

    C++14 State Machine library

  • Anyway the need is not complicated, I need both entry and exit functions from every state, optionally allowing these functions to be coroutines (that's special sauce but for later), and an explicit state transition table which also have a way to say that a state can be accessed at any point. Also allow states to be state machines, optional FSM hierarchies. If you ignore the coroutine stuff it's pretty standard features these days, except that - Boost.MSM is quite archaic now (it was so novel when it was first released...) although it allows most of the features I talked about, I just think it will complicate my code unneecessarilly; - Boost-Ext.SML (not Boost) is almost perfect except it doesnt have entry/exit functions on states for some reason. Also last time we (as in in livestream) tried it in prototypes it didnt compile on msvc XD - Boost-Ext.SML2 is even better but still doesnt have entry/exit functions although it's in the plans.

  • sml2

    C++20 State Machine library

  • Anyway the need is not complicated, I need both entry and exit functions from every state, optionally allowing these functions to be coroutines (that's special sauce but for later), and an explicit state transition table which also have a way to say that a state can be accessed at any point. Also allow states to be state machines, optional FSM hierarchies. If you ignore the coroutine stuff it's pretty standard features these days, except that - Boost.MSM is quite archaic now (it was so novel when it was first released...) although it allows most of the features I talked about, I just think it will complicate my code unneecessarilly; - Boost-Ext.SML (not Boost) is almost perfect except it doesnt have entry/exit functions on states for some reason. Also last time we (as in in livestream) tried it in prototypes it didnt compile on msvc XD - Boost-Ext.SML2 is even better but still doesnt have entry/exit functions although it's in the plans.

  • just

    🤖 Just a command runner

  • So far, I didn't work on new features at all but on stabilizing the ground for further development: 1. CMake lists and modules were rewritten a lot, now managing builds and their configurations is much lesser pain. 2. Brought in Justfile for regular tasks, and it's great, no less. 3. Linters, formatters, analyzers for almost all the code (except for Janet for now, as because of it being a niche and young technology, it didn't get enough attention yet). 4. ECS stub. Now runtime class doesn't look like a god object. 5. Started writing unit tests which didn't happen with my personal projects before and maybe indicates how serious am I about this one :D 6. Some of previously hardcoded data has been moved to INI files. Now, if I release the game in 10 years, and in 10 more years some eccentric person decides to make a variant of it, it will be slightly simpler.

  • ggo23

    depths

  • source code for the game and my engine is available here: https://github.com/zzox/ggo23 features pathfinding, dungeon generation, separate visuals and game state, data-based actor behaviors.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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