openscad-graph-editor
bevy
openscad-graph-editor | bevy | |
---|---|---|
30 | 574 | |
173 | 32,489 | |
- | 2.4% | |
8.1 | 9.9 | |
5 months ago | 4 days ago | |
C# | Rust | |
GNU General Public License v3.0 only | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
openscad-graph-editor
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Ask HN: Modern Day Equivalent to HyperCard?
I really wish Livecode hadn't pulled their opensource/Community Edition (and I'd be very glad for someone to do something with that code).
Gambas is something I keep wanting to try and seems promising.
I did one small app w/ Python and TKinter, but it was a dense wall of text/code when I was finished and not something I was interested in revisiting. I keep seeing suggestions that Python w/ QT support is supposed to be quite good.
One unlikely option is Google's Blockly (which I wish had a stand-alone desktop implementation which would make graphical programs), which has a nifty version implementing OpenSCAD:
https://www.blockscad3d.com/editor/
which I've used a fair bit. Moving on from there, there is: https://github.com/derkork/openscad-graph-editor which has the advantage of encompassing the entirety of OpenSCAD. It's also possible to wrap up Python using PythonSCAD.org
If you're willing to consider other node/line connection systems two promising options are:
https://ryven.org/
and
https://nodezator.com/
What sort of coding, on what sort of projects do you want to do?
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PSChess – A Chess Engine in PostScript
The Cube was a gift, and the PS work didn't go that far.
I found PS pretty inscrutable, esp. the function-filled variant used in Virtuoso, but did manage to get dimension lines coded up (which promptly ran into precision problems which I eventually gave up on).
OpenSCAD is a lot more approachable, and METAPOST was easy to pick up and make use of:
http://ftp.tug.org/TUGboat/tb40-2/tb125adams-3d.pdf
Still working through this at:
https://willadams.gitbook.io/design-into-3d/3d-project
and mostly using visual tools (which arguably is limiting me) https://www.blockscad3d.com/editor/ and https://github.com/derkork/openscad-graph-editor and of course, had to throw: http://pythonscad.org/ into the mix. Still a bit miffed that Nodebox and Processing or maker.js weren't a good fit.
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Show HN: Flyde – an open-source visual programming language
As a visual person (traditionally trained as a graphic artist), I've wanted this sort of thing for a long while, and I've been trying to use it for 3D.
Surprisingly, there are multiple specialized tools for this:
- https://www.blockscad3d.com --- an adaptation of Google's Blockly to OpenSCAD
- https://github.com/derkork/openscad-graph-editor --- wires and nodes, it has the advantage of exposing _all_ of OpenSCAD's commands (the above has a subset)
- https://github.com/Tanneguydv/Pythonocc-nodes-for-Ryven --- a module for using PythonOCC in Ryven --- when I finally succeeded, I found the language inscrutable, even when provided w/ quite nice examples (definitely a failing on my part, not that of the tool)
- https://github.com/graphscad/graphscad --- it took a long while for the source code for this to be made available, and for a while it had compatibility problems (why was "cube" redefined?) --- probably defunct for political reasons, it had some interesting ideas, in particular the ability to have custom icons for modules
- https://www.nodebox.net --- if memory serves I got hung up by not easily being able to do 3D, and when doing 2D having precision problems (or maybe that was Processing.org)
and I've been using these tools to make various things:
https://willadams.gitbook.io/design-into-3d/3d-project
(and maybe eventually I'll finish something)
The problem I've been running into is there doesn't seem to be an answer to the question:
"What does an algorithm look like?"
I recently had occasion to mention Herman Hesse's _The Glass Bead Game_ (also published as _Magister Ludi_) and I'll bring it up again --- what is a meaningful graphical representation of a program?
The Drakon folks argued that there should be one true path but that's not really communicative and I would note that if this was a simple thing it wouldn't be decades since I last saw a physical Flowcharting Template:
https://americanhistory.si.edu/collections/object-groups/flo...
(and it's pretty rare to even see a well-done electronic drawing of a flowchart since Visio made its splash and vanished into the bowels of Microsoft)
The main problem seems to be one of expressiveness not scaling up well, hence:
https://blueprintsfromhell.tumblr.com/
https://scriptsofanotherdimension.tumblr.com/
Presumably, one doesn't want to define modules/variables unnecessarily --- but the question becomes where is that boundary?
If you define too many, then you're back to the "wall of text" which one was trying to avoid (but wrapped up in nice boxes with some lines or shapes), and if one doesn't use them (well, look at the pretty/awful images in the links above).
Ideally, a well-coded visual program would have a pleasing aesthetic appearance which is expressive and communicates flow and function, and I've tried for that at:
https://willadams.gitbook.io/design-into-3d/programming
(though I wish that there was an easy way to export an SVG version of a program)
I believe that what is needed here is some graphical equivalent to Literate Programming: http://literateprogramming.com
Is there a nice GUI toolkit integration which would allow making a graphical application with this? I have an idea I want to try it which might be a good fit.
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Was BASIC that horrible or better?
_That_ is a question I want an answer for.
Currently I am using OpenSCAD Graph Editor: https://github.com/derkork/openscad-graph-editor to create programs:
https://willadams.gitbook.io/design-into-3d/programming#open...
but the fundamental question which remains unanswered is:
>What does an algorithm look like?
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FullControl: Unconstrained gcode design for 3D printers
Interesting.
I've long been frustrated by traditional CAD/CAM, so finally worked up:
https://github.com/WillAdams/gcodepreview
which allows me to use:
http://pythonscad.org/
and:
https://github.com/derkork/openscad-graph-editor
to create joinery:
https://forum.makerforums.info/t/openscad-and-python-looking...
which would otherwise be tedious to draw up:
https://community.carbide3d.com/t/creating-drawers/19475/26
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How to draw beautiful software architecture diagrams
Yes, unless you're a visually oriented person like myself who is trying to do the programming visually.
I use:
https://github.com/derkork/openscad-graph-editor
to try to design woodworking projects:
https://forum.makerforums.info/t/openscad-and-python-looking...
and I'd like to think that I'm managing to keep the visual appearance sufficiently expressive that it is easier to work with than a traditional textual code representation --- jury is still out on that, we'll see when I start re-purposing what I'm working on for odd/even sides, and then then doing the horizontal version of the joinery.
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Visual Node Graph with ImGui
The problem here is that a fundamental question has not been answered, and as far as I can tell, has not been addressed by any of these visual environments:
What does an algorithm look like?
Herman Hesse alluded to this in his novel _The Glass Bead Game_, but despite decades of discussion and work, no one has made a convincing pysical representation of that system.
I love the concept, and have made some moderately complex attempts, e.g.,:
https://www.blockscad3d.com/community/projects/1430644
https://github.com/WillAdams/gcodepreview
it always devolves to screen size being out-paced by problem complexity --- one gets something of an inkling of this at:
https://scriptsofanotherdimension.tumblr.com/
Alternately, one can just break a project down into modules, but then the top-level view becomes the wall of text representation (albeit w/ nice lines or captured into pretty boxes) which one is ostensibly trying to escape.
I'd love to see someone succeed in this, and I've been using:
https://github.com/derkork/openscad-graph-editor
quite a bit, and put a bit of money towards:
http://nodezator.com/
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RPG in a Box: A grid-based, voxel-style game engine built on Godot
I have been very pleased w/ and impressed by:
https://github.com/derkork/openscad-graph-editor
and really want to look deeper into it to see if it could be forked to create a version which creates Python code.
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Godot 4.1 Is Released
Yes.
OpenSCAD Graph Editor is done with an earlier version and runs on Mac OS, Windows, and Linux:
https://github.com/derkork/openscad-graph-editor
- My attempt to make blockly based cad modellor
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
gcodepreview - OpenSCAD library for moving a tool in lines and arcs so as to model how a part would be cut using G-Code.
Amethyst - Data-oriented and data-driven game engine written in Rust
gdsdecomp - Godot reverse engineering tools
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
GoDotTest - C# test runner for Godot. Run tests from the command line, collect code coverage, and debug tests.
piston - A modular game engine written in Rust
jsketcher - Parametric 2D and 3D modeler written in pure javascript
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
luxtorpeda - Steam Play compatibility tool to run games using native Linux engines
specs - Specs - Parallel ECS