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TextureEnder | A tool to convert Minecraft Texture Packs to Resource Packs | Video Game library

 by   Mojang Java Version: Current License: No License

 by   Mojang Java Version: Current License: No License

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kandi X-RAY | TextureEnder Summary

TextureEnder is a Java library typically used in Gaming, Video Game, Minecraft applications. TextureEnder has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.
A tool to convert Minecraft Texture Packs to Resource Packs.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • TextureEnder has a low active ecosystem.
  • It has 37 star(s) with 28 fork(s). There are 22 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 1 open issues and 0 have been closed. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of TextureEnder is current.
TextureEnder Support
Best in #Video Game
Average in #Video Game
TextureEnder Support
Best in #Video Game
Average in #Video Game

quality kandi Quality

  • TextureEnder has 0 bugs and 0 code smells.
TextureEnder Quality
Best in #Video Game
Average in #Video Game
TextureEnder Quality
Best in #Video Game
Average in #Video Game

securitySecurity

  • TextureEnder has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • TextureEnder code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
TextureEnder Security
Best in #Video Game
Average in #Video Game
TextureEnder Security
Best in #Video Game
Average in #Video Game

license License

  • TextureEnder 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.
TextureEnder License
Best in #Video Game
Average in #Video Game
TextureEnder License
Best in #Video Game
Average in #Video Game

buildReuse

  • TextureEnder releases are not available. You will need to build from source code and install.
  • Build file is available. You can build the component from source.
TextureEnder Reuse
Best in #Video Game
Average in #Video Game
TextureEnder Reuse
Best in #Video Game
Average in #Video Game
Top functions reviewed by kandi - BETA

kandi has reviewed TextureEnder and discovered the below as its top functions. This is intended to give you an instant insight into TextureEnder implemented functionality, and help decide if they suit your requirements.

  • Convert file meta file to pack metadata .
    • Deserialize a font metadata section .
      • Copy files from mappings .
        • Extract files .
          • Gets a float value .
            • Log a line in the console .
              • Serialize an animation metadata section into JSON .
                • Lists directories .
                  • Get the time for the frame
                    • Gets the time in milliseconds .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      TextureEnder Key Features

                      A tool to convert Minecraft Texture Packs to Resource Packs.

                      TextureEnder Examples and Code Snippets

                      No Code Snippets are available at this moment for TextureEnder.

                      See all Code Snippets related to Video Game

                      Community Discussions

                      Trending Discussions on Video Game
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                      Trending Discussions on Video Game

                      QUESTION

                      Python: implement a "software-wide" setting that does not change often without running an if statement in every loop

                      Asked 2022-Apr-07 at 16:09

                      I want Python to kind of ignore a statement that is unlikely to be called in a function that is often called.

                      I do not have a formal education in programming, so please excuse my lackluster ability to desribe things. I will try to explain the concept by example.

                      Say I am writing a video game, first-person shooter, drawing 60 frames per second. In the settings menu, the user can select whether or not to display the name of other players above their head. If they disable this, I store this value as showplayernames = False.

                      Then in my drawing function that outputs the graphics I have:

                      def draw():
                          #code that draws the graphics on screen
                          if showplayernames:
                              #code that draws the name of players on screen
                      

                      I call this function 60 times a second, but there is absolutely no point for checking if showplayernames is True 60 times a second. It will not change that often, in fact I could make this a kind of "constant" during play by preventing it to change. If showplayernames is False, then the third and fourth lines of the code are completely redundant, but they are executed nevertheless. The computer isn't smart enough to know it can ignore it, and there is a performance difference: reading a value and then checking if it is false takes time.

                      I could write two copies of the game (or at least the draw() function), one with only the first two lines when the user selects not to show names in the settings, and another without the if statement, and then run the appropriate one.

                      def draw_with_names():
                          #code that draws the graphics on screen
                          #code that draws the name of players on screen
                      
                      def draw_without_names():
                          #code that draws the graphics on screen
                      

                      Although looping through either of these 60 times a second is more efficient than running draw() ,this is obviously not the way to go. There are dozens of settings like this.

                      So how do software and game designers implement these kind of "software-wide" settings efficiently?

                      ANSWER

                      Answered 2022-Apr-07 at 15:38

                      not an game designer, but here is my voice. You could store settings inside json file next to you python, but then you need to cover reading, getting right values etc.

                      You could use Environment variables to store value but that would end up using still "if" in the code.

                      Game designers use triggers and events to get things done, and on the lowest level I would assume those things also use if's.

                      system-wide-settings will in the end be used with if's

                      You could use overwrites based on event/trigger and use "same" draw function in both times but that only complicates code, and we all know to "keep it simple".

                      Sorry if this is not the answer you were looking for.

                      Source https://stackoverflow.com/questions/71784920

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

                      Vulnerabilities

                      No vulnerabilities reported

                      Install TextureEnder

                      You can download it from GitHub.
                      You can use TextureEnder like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the TextureEnder component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

                      Support

                      For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .

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