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SteamCodec | different Steam client | Video Game library

 by   davispuh Ruby Version: Current License: Unlicense

 by   davispuh Ruby Version: Current License: Unlicense

kandi X-RAY | SteamCodec Summary

SteamCodec is a Ruby library typically used in Gaming, Video Game applications. SteamCodec has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitLab, GitHub.
SteamCodec is a library for working with different Steam client (and Source engine) file formats. PKV (packed KeyValues) isn't supported yet.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • SteamCodec has a low active ecosystem.
  • It has 7 star(s) with 0 fork(s). There are 2 watchers for this library.
  • It had no major release in the last 6 months.
  • There are 2 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 SteamCodec is current.
SteamCodec Support
Best in #Video Game
Average in #Video Game
SteamCodec Support
Best in #Video Game
Average in #Video Game

quality kandi Quality

  • SteamCodec has no bugs reported.
SteamCodec Quality
Best in #Video Game
Average in #Video Game
SteamCodec Quality
Best in #Video Game
Average in #Video Game

securitySecurity

  • SteamCodec has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
SteamCodec Security
Best in #Video Game
Average in #Video Game
SteamCodec Security
Best in #Video Game
Average in #Video Game

license License

  • SteamCodec is licensed under the Unlicense License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
SteamCodec License
Best in #Video Game
Average in #Video Game
SteamCodec License
Best in #Video Game
Average in #Video Game

buildReuse

  • SteamCodec releases are not available. You will need to build from source code and install.
  • Installation instructions, examples and code snippets are available.
SteamCodec Reuse
Best in #Video Game
Average in #Video Game
SteamCodec Reuse
Best in #Video Game
Average in #Video Game
Top functions reviewed by kandi - BETA

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

  • Creates a new State object .
    • Get the state of the current state .
      • Returns a list of all keys in the table .
        • Return a hash representation of this object .
          • Check the signature of the public key
            • Convert the hash to the hash .
              • Initialize a new file
                • Provides access to the given block .
                  • Checks if the given key exists .
                    • Retrieve a value for a given ID .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      SteamCodec Key Features

                      KeyValues

                      VDF (Valve Data Format)

                      ACF (ApplicationCacheFile)

                      SteamCodec Examples and Code Snippets

                      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 SteamCodec

                      Add this line to your application's Gemfile:.

                      Support

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

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                      Clone
                      • https://github.com/davispuh/SteamCodec.git

                      • gh repo clone davispuh/SteamCodec

                      • git@github.com:davispuh/SteamCodec.git

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