A test Ryan Kopf repository. For testing purposes.
Ryan is an intelligent and wacky computer developer. This file is of course for testing.
License: MIT License
A Help section will not only make it easier for players to find enjoyment in the game, but will help developers track. The intended behavior for various things within the game.
Cargo format and cargo clippy will be the foundation for how code in the repository is kept clean and understandable by everybody who wishes to contribute.
Thus it's important that one sets the rules for linting and formatting, early in the repository's lifecycle so that everybody
knows what to expect when starting to contribute.
Release processes will be paramount to gaining traction and attention towards this project.
Rust users already seem to like what has been done so far, but in order to attract people from the wider community, we'll need a proper process in order to release and publish colony as it stands right now.
The process should include both the building steps. which will build release artifacts, and push them to the releases page, as well as steps that humans will need to take in order to properly maintain standards within this repo, An example of such a standard could be maintaining semver versioning
The 'is unique' flag for a plugin determines whether or not multiple instances can be instantiated at any point in time for the game.
Some plugins that are currently in the game should not be unique and should be globally universal instead, but the unique flag is left to default (true)
Although premature optimization is the root to many evils, it would be of great benefit to us to start monitoring the current performance of the game and the performance of things which are already implemented
The ideal outcome of this task would be a simple command that users could run and receive a report about which functions and which calls take up how much resources in the system.
I reccomend cargo flamegraph for monitoring performance: https://github.com/flamegraph-rs/flamegraph
Currently it's not obvious when a button is selected in-game, as the buttons remain a constant color and don't have any 'on hover' effects or 'on click' effects. There's no indication on the screen of what was selected or what the result of selecting on the screen will do.
I'd like to propose adding hover and select effects to all menu buttons.
Plugins should be separated into logical modules based on where they're used and what modules use them.
For example, there are currently plugins that pertain to world, the menu, and the NPCs within the world.
And example of the modules could be
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.