firmament | A simple entity-component roguelike template , made in Unity | Game Engine library
kandi X-RAY | firmament Summary
kandi X-RAY | firmament Summary
firmament is a C# library typically used in Gaming, Game Engine, Unity applications. firmament has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.
Lately I’ve been experimenting with entity-component systems, which is a way of building software using modules (or components) that do specific things, and that can be easily plugged into other objects without knowing what’s going on around them. Unity itself uses an entity-component system for its game objects, letting you snap on components like rigid bodies for physics, or sprite renderers for visuals. There’s a lot of nice resources online about ECS, including some great talks by roguelike developers, like this one by Brian Bucklew of Caves of Qud: However, I couldn’t find a lot of good examples online. There were some nice tutorials in languages I don’t use, but they would often have weird twists on ECS that I wasn’t expecting. There’s no accepted way to do an ECS either, so talks can be conflicting or have weird small details that break a pattern you thought you’d noticed. The long and short of it is, I decided to make a simple one myself as a base to do stuff with, and I thought I’d share it. It’s not perfect, it’s not documented (I’ll try but no promises) and it’s not the only way to build an ECS. But it might help you! I hope so. Note that I’ve removed the art assets I used as I don’t have a licence to distribute them. I believe I can distribute Sinput, DOTween and TextMeshPro though. If you want to actually run the code you’ll need to fix the art stuff (the UI will also break because I didn’t distribute the font I used). But mostly it’s here for the code, not to run as an example game, so I hope you find it useful.
Lately I’ve been experimenting with entity-component systems, which is a way of building software using modules (or components) that do specific things, and that can be easily plugged into other objects without knowing what’s going on around them. Unity itself uses an entity-component system for its game objects, letting you snap on components like rigid bodies for physics, or sprite renderers for visuals. There’s a lot of nice resources online about ECS, including some great talks by roguelike developers, like this one by Brian Bucklew of Caves of Qud: However, I couldn’t find a lot of good examples online. There were some nice tutorials in languages I don’t use, but they would often have weird twists on ECS that I wasn’t expecting. There’s no accepted way to do an ECS either, so talks can be conflicting or have weird small details that break a pattern you thought you’d noticed. The long and short of it is, I decided to make a simple one myself as a base to do stuff with, and I thought I’d share it. It’s not perfect, it’s not documented (I’ll try but no promises) and it’s not the only way to build an ECS. But it might help you! I hope so. Note that I’ve removed the art assets I used as I don’t have a licence to distribute them. I believe I can distribute Sinput, DOTween and TextMeshPro though. If you want to actually run the code you’ll need to fix the art stuff (the UI will also break because I didn’t distribute the font I used). But mostly it’s here for the code, not to run as an example game, so I hope you find it useful.
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firmament has a low active ecosystem.
It has 17 star(s) with 0 fork(s). There are 1 watchers for this library.
It had no major release in the last 6 months.
firmament has no issues reported. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of firmament is current.
Quality
firmament has no bugs reported.
Security
firmament has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
License
firmament does not have a standard license declared.
Check the repository for any license declaration and review the terms closely.
Without a license, all rights are reserved, and you cannot use the library in your applications.
Reuse
firmament releases are not available. You will need to build from source code and install.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of firmament
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of firmament
firmament Key Features
No Key Features are available at this moment for firmament.
firmament Examples and Code Snippets
No Code Snippets are available at this moment for firmament.
Community Discussions
Trending Discussions on firmament
QUESTION
Decoding Complex Nested JSON in Swift 4 Lots of Errors
Asked 2019-Oct-09 at 15:51
I am trying to model this nested JSON here into a readable object in Swift, but I am running into lots of unnecessary issues. I want to load the Bible into my app from JSON so I can play with it from a data perspective. Here is my code:
...ANSWER
Answered 2019-Oct-09 at 14:52Replace
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install firmament
You can download it from GitHub.
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For any new features, suggestions and bugs create an issue on GitHub.
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