Let's see your githubs, and let's get forkin' - Community & Forums Related Discussions
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Let's make this a place to share our github repos with each other. No matter what you use your github for, whether it be dotfiles or games you've written, or your own Window Manager (I'm looking at you, yrmt and Venam, you amazing bastards).. Share your repo here and let's discuss each other's repos.
Mine: http://github.com/hadenodom |
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We already have a UH group on Github, not that it's so active but it's still our group.
If we could start a common project it would be great for our community. Mine: http://github.com/venam |
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One day I will have something worth while to share to the world. But right now, I just use other peoples stuff on UnixHub.
The world is quaking from our Linux Thoughts!
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https://bitbucket.org/Ippytraxx
Only got my main project, Zenbu, as public. Have a whole bunch of private repos I will open up one day. Also I use mercurial and not git. Sorry guys but git just can't into merging. |
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Screw it, here you go.
Currently I have my dotfiles, some pathetic attempt at a Perl script for school, and an ncurses file browser that's a school project so I can't accept pull requests. My only 'contributed to' repo is mine as well, but it's under a different account because it's a project with myself and a few friends. Check the commits and you'll see it's basically just mine though. As a side note, is anyone else annoyed by the removal of GitHub's feature where each user was marked with their most used languages? I really liked it for some reason, then they silently took it away :( |
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I don't use github, anyway, here is muh shit:
http://git.z3bra.org I use it to share my different projects, store my dotfiles and scripts. My blog is also here. |
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[Here's mine](https://github.com/ScrimpyCat) I haven't had much public stuff happening on it recently since I've been busy with private projects. Though I have one other public project I need to put up on it just need to do a bit more work on it.
@kirby I wasn't really a fan of the language preview feature. Since their language detention wasn't so half the time it wasn't even that accurate. Also I took the liberty of checking out your game repo and I have one suggestion as it's a possible bug at the moment. Your collision detection may not work sometimes depending on how fast you have the objects move. Since you're only checking for a collision at the destination, so if it moved so fast it's end destination is past an object it wouldn't actually detect the collision. If you're not going to have anything move that fast then this doesn't really matter but if you're here some possible solutions. * A naive (but terribly slow) solution would be to increment the object the smallest distance it can travel and check for a collision then increment again, and keep repeating that until it either collides or has reached its destination. * Create a physics system that updates at a faster interval than the game updates. This is what a lot of games will do, so it will take small steps each time and checking. And you just adjust the interval for performance and not movement bugs. * Create a movement path. Create geometry representing the path the object takes for that movement and then check for collisions in that. This is the fastest approach but if you have complicated movement (beyond straight movements so like curved movements) it may get a little tricky depending in your experience. |
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(16-11-2013, 05:13 AM)bottomy Wrote: @kirby I wasn't really a fan of the language preview feature. Since their language detention wasn't so half the time it wasn't even that accurate. Fair point, I think I remember seeing a repo with one Python script come up as 100% Perl. (16-11-2013, 05:13 AM)bottomy Wrote: Also I took the liberty of checking out your game repo and I have one suggestion as it's a possible bug at the moment. Your collision detection may not work sometimes depending on how fast you have the objects move. Since you're only checking for a collision at the destination, so if it moved so fast it's end destination is past an object it wouldn't actually detect the collision. If you're not going to have anything move that fast then this doesn't really matter but if you're here some possible solutions. Wow, thanks a lot, very useful. I haven't got as much time to work on it at the moment, but I'll certainly give it a look when I can. I'm still very new to gamedev (as in, this is the first thing I've ever made bar a quick test and some tutorial exercises), and if you compile and run it you'll see it's very amateur, so any comments are welcome. I don't think there's any difference in the collision detection, but you checked the 'game' branch right, all the work is being done there. |
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(16-11-2013, 07:28 AM)kirby Wrote: Wow, thanks a lot, very useful. I haven't got as much time to work on it at the moment, but I'll certainly give it a look when I can. I'm still very new to gamedev (as in, this is the first thing I've ever made bar a quick test and some tutorial exercises), and if you compile and run it you'll see it's very amateur, so any comments are welcome. I don't think there's any difference in the collision detection, but you checked the 'game' branch right, all the work is being done there. Yes it was from the game branch. Anyway there's nothing inherently bad about how you're handling movement collisions (since it's definitely a common way), it's just if you do have objects moving fast enough then yeh it wouldn't work correctly. Although as far as the collision check itself (the above comments were as far as the entire check with movement) you're creating rects for each side (I can see you're doing that to determine the side of the collision) however you don't seem to be checking the inside of the bounds. So unlike a rect-rect intersection check (which is what I assume you want) it's not going to detect that one case. Another issue with the sides check is that it is greedy, there is more likelyhood of TOPLEFT being returned (or the other down the list) if there is an object that is colliding with multiple sides as it's the first comparison (this may be an issue or it may not). Lastly if you're only performing the checks on movement, then the side detection seems redundant as you would only be able to collide with something in the direction you move (so the sides facing that direction). |
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(16-11-2013, 08:48 AM)bottomy Wrote: Although as far as the collision check itself (the above comments were as far as the entire check with movement) you're creating rects for each side (I can see you're doing that to determine the side of the collision) however you don't seem to be checking the inside of the bounds. So unlike a rect-rect intersection check (which is what I assume you want) it's not going to detect that one case. Another issue with the sides check is that it is greedy, there is more likelyhood of TOPLEFT being returned (or the other down the list) if there is an object that is colliding with multiple sides as it's the first comparison (this may be an issue or it may not). Lastly if you're only performing the checks on movement, then the side detection seems redundant as you would only be able to collide with something in the direction you move (so the sides facing that direction). I remember having some issues when I didn't check for the individual sides, mostly concerning the falling of the character. Is it alright if I PM you in a few days when I've got a bit less work to do so we can discuss this? :) |
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(16-11-2013, 01:18 PM)kirby Wrote: I remember having some issues when I didn't check for the individual sides, mostly concerning the falling of the character. Is it alright if I PM you in a few days when I've got a bit less work to do so we can discuss this? :) Of course that's fine :p. Or hit me up on IRC. |
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Here's to necroing long-dead threads: my Github profile.
Github: https://github.com/darthlukan
CRUX Ports: http://ports.brianctomlinson.com GPG: 3694569D "We're all human, act accordingly." -- Me |
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https://github.com/chc4
I have most of a window manager in Rust (that I really have to start working on more...), my browser launchpage, blog, and some Urbit stuff. Not all that interesting. I would be down for a nixers group project, or at least a GH group. |
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https://github.com/ashendrops
Honestly not much of interest there. Two start pages: one from scratch and one modified from someone else's, a couple of empty repositories, random crap in python most of which doesn't work because it was using unstable libraries, and a thing or two written *terribly* using SFML in C++ because I don't really know half-decent C++. There is an empty WM repository that I want to play with making sometime, though. |
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Ok, that's creepy. I just remembered about your crunchyroll-cli program yesterday and was trying to use it to watch Fate/stay night. Long time no see. (trying, because it looks like the API is blocked now...) |
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(07-10-2015, 07:50 PM)chc4 Wrote: https://github.com/chc4 There is~ https://github.com/nixers-projects |
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I have a very strange list of utils, games and half-baked projects on my github page. Most notable are:
- Koona (a simple compiler written in Ruby) - Shmark (a simple POSIX bookmarking system) - Some games written for 48 hour competitions - Dotfiles http://github.com/charles-l EDIT: ooh, thanks for adding me to the nixers group :D |
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My github exists mostly for my dotfiles, but I've been trying to be more active on there for other things as well, such as the URNN project, and am just starting to contribute to qutebrowser(I want to be better at python).
https://github.com/neeasade/ |
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my github: http://github.com/schisma
i like to start projects on a private gitlab server, and then eventually transfer them to github. probably the coolest thing i have on there is noodlesoup, a blogging platform in meteor. |
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Previous 404s, so here's mine. Be prepared for a lot of hideous Perl and a couple of C++/SFML games.
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(08-10-2015, 02:26 PM)xero Wrote: http://github.com/xerodamn we have the same amount of followers |
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~Seraphim R.P.
the artistnixer formerly known as vypr formerly known as sticky |
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gettin' on the github train:
https://github.com/wildefyr also have been meaning setup cgit on my server, but last time I tried I couldnt figure it out. |
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github support just gave me the best handle http://github.com/sup
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https://github.com/scharlatan
Working on potion, a former project by _why. I'll release some personal projects when I have got a home server. |
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(10-10-2015, 08:16 AM)schisma Wrote: github support just gave me the best handle http://github.com/sup Niiiiice (13-10-2015, 11:20 AM)pranomostro Wrote: https://github.com/scharlatanLooks very interesting (09-10-2015, 07:21 PM)Wildefyr Wrote: gettin' on the github train: I found the arch wiki page to help alot when I set up an instance. https://wiki.archlinux.org/index.php/Cgit |
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