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Jinx Alternatives
Similar projects and alternatives to Jinx
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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zhetapi
A C++ ML and numerical analysis API, with an accompanying scripting language.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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Tasker
A commitment tracker desktop app that tracks the progress of your tasks with mouse, keyboard and audio hooks. (by thebigG)
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entt
Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
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Crafting Interpreters
Repository for the book "Crafting Interpreters"
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Wren
The Wren Programming Language. Wren is a small, fast, class-based concurrent scripting language.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Jinx reviews and mentions
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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:
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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.
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C++ Show and Tell - April 2022
Jinx is a scripting language specifically written for game development, and is written in modern C++. The syntax is clean and readable, looking a bit like pseudo-code or natural language phrases, thanks to functions with highly flexible syntax. Scripts are designed to operate asynchronously by default, ideal for attaching to game objects as long-lasting behaviors. I originally wrote it for my own engine and game, and then released it as open source.
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April 2022 monthly "What are you working on?" thread
I should point out that if anyone is interested in learning how to perform multi-platform (Windows/macOS/Linux) Continuous Integration on Github using automated Actions, this is a fairly simple example of how to do so. It's not difficult, but it's a bit tricky to find simple, clear examples of this online for some reason - or at least it seemed so when I was looking. Sort of odd, since it seems like this is one of the basic examples you'd want to see more of, but...
Jinx is mostly in maintenance mode (now at v1.3.5), since the addition of more support for functional and async programming earlier last year. It's cool to see evidence that a few people are actually using the language as intended as embedded scripting for their videogame engines, similar to what I did, as indicated by the fact that I get occasional questions and/or feature requests.
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Super curious about the world of game dev
Sure, but this is due to the nature of the work we do. How would you set up an automated test to make sure the audio system plays sounds correctly, for example? How do you set up an automated test to tell if the game isn't as fun with the new controller scheme? I've seen a few companies try heavily automated testing, and it inevitably wastes huge amounts of resources for little gain. A small QA team that plays the game every day is still the best way to keep the quality bar high. I'm a huge fan of automated testing where it makes sense (for instance, in my scripting language Jinx, I have a large battery of automated unit tests), but it just doesn't work well for most games, with some rare exceptions.
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Which is your most loved feature of C++?
I actually solved some of this with my own scripting language called Jinx, in which every script executes as a co-routine, so you can just write any sort of time-based logic as needed. I later added explicit async / coroutine support for functions inside scripts as well at another user's request.
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Stats
JamesBoer/Jinx is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of Jinx is C++.