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ACF-Manager | Simple application to work with Steam ACF files. | Video Game library

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kandi X-RAY | ACF-Manager Summary

ACF-Manager is a Ruby library typically used in Gaming, Video Game applications. ACF-Manager has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitLab, GitHub.
Simple application to work with Steam ACF files.

kandi-support Support

  • ACF-Manager has a low active ecosystem.
  • It has 6 star(s) with 1 fork(s). There are 1 watchers for this library.
  • It had no major release in the last 12 months.
  • ACF-Manager has no issues reported. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of ACF-Manager is v0.0.1

quality kandi Quality

  • ACF-Manager has no bugs reported.


  • ACF-Manager has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

license License

  • ACF-Manager is licensed under the Unlicense License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.


  • ACF-Manager releases are available to install and integrate.
  • Installation instructions, examples and code snippets are available.
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ACF-Manager Key Features

Export data from ACF files to several formats (csv, yml, json, xml, vdf)

Support for multiple Steam libraries

Locate unused steam game directories (those which aren't referenced in any ACF)

Supports Windows, Linux, Mac OS X

ACF-Manager Examples and Code Snippets

  • Usage
  • In action


Usage: acf_manager.rb [options]
    -p, --paths steam                Paths to Steam directories
    -a, --apps paths                 Paths to SteamApps directories
    -e, --execute ACTION             Execute specified action (export, list)
    -f, --fields fields              Specify which fields to export
    -m, --mode MODE                  Mode for `list` (downloaded, installed,
    -o, --output FORMAT              Output format (csv, yml, json, xml, vdf)
    -s, --save FILE                  File where to save output
    -h, --help                       Show this message

Community Discussions

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Trending Discussions on Video Game


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?


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


No vulnerabilities reported

Install ACF-Manager

You can download it from GitLab, GitHub.
On a UNIX-like operating system, using your system’s package manager is easiest. However, the packaged Ruby version may not be the newest one. There is also an installer for Windows. Managers help you to switch between multiple Ruby versions on your system. Installers can be used to install a specific or multiple Ruby versions. Please refer ruby-lang.org for more information.


YARD with markdown is used for documentation (redcarpet required).

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