gengine | Rule Engine for Golang | Rule Engine library

 by   rencalo770 Go Version: Current License: Non-SPDX

kandi X-RAY | gengine Summary

kandi X-RAY | gengine Summary

gengine is a Go library typically used in Server, Rule Engine applications. gengine has no bugs, it has no vulnerabilities and it has low support. However gengine has a Non-SPDX License. You can download it from GitLab, GitHub.

Rule Engine for Golang
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              gengine has a low active ecosystem.
              It has 364 star(s) with 67 fork(s). There are 28 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 14 have been closed. On average issues are closed in 10 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of gengine is current.

            kandi-Quality Quality

              gengine has no bugs reported.

            kandi-Security Security

              gengine has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              gengine has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              gengine releases are not available. You will need to build from source code and install.

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            gengine Key Features

            No Key Features are available at this moment for gengine.

            gengine Examples and Code Snippets

            No Code Snippets are available at this moment for gengine.

            Community Discussions

            QUESTION

            UE4 UserWidget Button bind with spawning actor in PlayerController
            Asked 2021-Mar-16 at 09:16

            Hello my fellow coders - I am in need of an assistance for this problem

            I have MyPlayerController.c (.h), MyGameHUD.c (.h) and MainUIWidget.c (.h)

            MyGameHUD is custom class default HUD for MyPlayerController in MyGameMode MainUIWidget is custom class - simple widget with few buttons MyPlayerController is custom class

            I want to spawn actor on MyPlayerController when button on MainUIWidget is pressed

            Until now I got only access violations because it seems that UWorld is not accesible from MainUIWidget

            MainUIWidget.h

            ...

            ANSWER

            Answered 2021-Mar-15 at 06:03

            Please provide the exact Crash details.

            To me this looks like your attempting to use GetOwningPlayer() to cache in PlayerControllerPtr of your Widget, however when creating the Widget in MyGameHUD::DrawUI() you are not specifying to the Widget what its Owning Player is.

            Please call SetOwningPlayer(PlayerControllerPtr) on the Widget when you add it to the Viewport so that it knows which Player owns it. This will cause the GetOwningPlayer() function to actually return a value.

            I suspect that your crash is actually occurring inside this function

            Source https://stackoverflow.com/questions/66605075

            QUESTION

            Member Valiable losing value on Tick (c++)
            Asked 2020-Jul-19 at 22:19

            I'm currently with a problem when trying to use tick to decide if I should or not do something based on a member variable boolean value.

            Currently, I have a BindAction on my Player Character class, that when a given key is pressed, set the value of my member variable bTriggerPulled to True:

            ...

            ANSWER

            Answered 2020-Jul-19 at 22:19

            So, I discover what was the problem, it's a silly one, but I will swallow my pride and share here anyways.

            My class AShooterCharacter is inherited in a blueprint, and that blueprint is placed N times on my level, the enemies. When I was debugging, my IDE don't necessarily differed from the instances of that specific class. Because only one specific instance of AShoterCharacter (my player character) was responsible for changing the value of bTriggerPulled, when I was debugging Tick(), the value from another instance of my class was being displayed.

            So yeah, a bit silly :)

            Source https://stackoverflow.com/questions/62963632

            QUESTION

            JavaFX keyboard input stops working after adding buttons
            Asked 2019-Dec-10 at 13:05

            I am building a game engine as a school project. When I add button to the same group as where I have my canvas, I can't control my player anymore with keyboard. Buttons and everything else still works like normal.

            My code is pretty huge, so this is a simplified code of the problem:

            ...

            ANSWER

            Answered 2019-Dec-10 at 13:05

            Adding btn.setFocusTraversable(false); fixed the problem, thanks to Luxusproblem for providing the answer!

            Source https://stackoverflow.com/questions/59265492

            QUESTION

            How to LaunchCharacter from another class
            Asked 2019-Nov-01 at 15:15

            I've created a LaunchPad actor C++ class which is compiled of a Cube static mesh component and a UBox component. As of now, once the character overlaps the hit box it triggers whatever is inside the ALaunchPad::OnBoxBeginOverlap. I am current trying to tell that when the character overlaps the UBox launch them in the air similair to the Blueprints 'LaunchCharacter' node.

            LaunchPad.cpp

            ...

            ANSWER

            Answered 2019-Nov-01 at 15:15

            Cast OtherActor to an ACharacter then call its LaunchCharacter method:

            Source https://stackoverflow.com/questions/58543161

            QUESTION

            UE4 C++ I can't get Json Nested Values to TArray
            Asked 2019-Oct-28 at 06:05

            I'm doing a GET Request to an online API but I can't get nested Json values to set to an array in C++ (Unreal Engine 4). I got all values except nested array LE (key)

            Here is JSON

            ...

            ANSWER

            Answered 2018-Oct-30 at 10:32

            Did you try something like:

            Source https://stackoverflow.com/questions/53014795

            QUESTION

            How can I move a JPanel on a JFrame in Java?
            Asked 2019-Oct-07 at 20:00

            So I want to make a simple pong like game from scratch with java. I am currently making the movement of the two paddles. However, I've got stucked at the very beginning. I am trying to set the starting position of the 2 paddles, but I can not. I was trying by setting custom layouts, but later I want to change their positions constantly by moving them of course.

            I've the following code:

            ...

            ANSWER

            Answered 2019-Oct-07 at 20:00

            So you created a Player class, but you dont have the position of a player in that class.

            Since the paddles will only be moving up and down we only need methods for changing the y coordinate.

            Source https://stackoverflow.com/questions/58274490

            QUESTION

            How can I move a graphics element on my java panel?
            Asked 2019-Oct-07 at 15:55

            I am currently working on a simple pong-like game, but I got stucked with positioning the rectangle. I want to change it's Y position to be at the half of the actual panel's height.

            ...

            ANSWER

            Answered 2019-Oct-07 at 15:55

            Your code has a lot of "problems". I suggest you to find some kind of tutorials or something. You frame.setVisible(true) and stuff inside Player's class constructor. Do you realize that every time you create a Player object, all these things will be applied to the JFrame? Is this necessary? Maybe you should do them only once. Also in order to paint the compnent according to its position according size, you can do g.fillRect(50, getHeight() / 2, 20, 120);

            Source https://stackoverflow.com/questions/58272686

            QUESTION

            Unreal c++ Call a void from a Actor With LineTrace
            Asked 2019-Jan-18 at 22:53

            Im new to c++ (use to c#) and trying to call a void on a Actor when it gets hit with a raycast and send it the cords. Heres the script header that im trying to call "EditMesh" on (near the bottom)

            ...

            ANSWER

            Answered 2019-Jan-18 at 22:53

            parameter to FindComponentByClass must be derived from UActorComponent

            Line 160 of VoxelWarsCharacter.cpp:

            Source https://stackoverflow.com/questions/54175000

            QUESTION

            OnMousePress script don't work in UE4
            Asked 2018-May-21 at 15:33

            I want to open the door when pressing left mouse button, but nothing happens

            OpenDoor.h

            ...

            ANSWER

            Answered 2018-May-21 at 10:26

            Increase the display time for AddOnScreenDebugMessage

            Source https://stackoverflow.com/questions/50446440

            QUESTION

            UActorComponent derived class in plugin is not reacting for function calls
            Asked 2017-Nov-14 at 15:15

            So I have a little problem with creating project plugin in Unreal Engine for (4.15). So let's break it down. 1.I've created MyClass that is derived from UActor Component and has also this line:

            ...

            ANSWER

            Answered 2017-Nov-14 at 15:15

            Any classes that need to be consumed publicly need to have their symbols exported.

            In UE plugins this is achieved with the YOURPLUGIN_API specifier, where YOURPLUGIN is the name of the plugin.

            This in turn is defined as __declspec(dllexport) when exporting and __declspec(dllimport) when consuming the plugin.

            So your class definition should look like:

            Source https://stackoverflow.com/questions/47285168

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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            You can download it from GitLab, GitHub.

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