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Henrique Lacreta Alves henriquelalves

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====================
Hey! I've seen this list getting shared on socials - I actually made a website with most of the engines listed here:
https://enginesdatabase.com/
The game engines are better described and tagged there.
===================
** Game Engine [0/149]
*** TODO Murder engine (https://github.com/isadorasophia/murder)
@henriquelalves
henriquelalves / README.md
Last active August 29, 2022 19:52
GLAM Overview

GLAM Overview

This is a quick overview of the Godot GLAM utility (https://github.com/henriquelalves/glam). GLAM is a CLI tool to facilitate addon managing for Godot projects. It's lightweight and focused on providing basic addon managament such as installing, removing, and applying changes to any addon that can be installed via git. GLAM is inspired by NPM, but has no intention on becoming the universal solution of Godot projects.

Design Philosophy

  • GLAM-enhanced projects should be indistinguishable from vanilla Godot projects. This is important to not clutter Godot repositories with additional files, and to give the option to the user to publish the project with GLAM settings, or just publish the project as one coese vanilla project.

How it works

A GLAM project consists of:

{
"BallMinForce": "10.0",
"BallMaxForce": "20.0",
"BallMaxBonusForce" : "10.0",
"CharacterSpeed" : "7.0",
"CharacterDashForce" : "25.0"
}
[henrique@henrique-pc Beef]$ ./bin/build.sh
Starting build.sh
CMake Warning (dev) in CMakeLists.txt:
No project() command is present. The top-level CMakeLists.txt file must
contain a literal, direct call to the project() command. Add a line of
code such as
project(ProjectName)
near the top of the file, but after cmake_minimum_required().
~/Dev/godot/godot/bin$ ERROR: get: FATAL: Index p_index=3 out of size (size()=3)
At: ./core/cowdata.h:151.
handle_crash: Program crashed with signal 4
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x41100) [0x7fb6c3e0c100] (??:0)
[2] CowData<String>::get(int) const (/home/henriquealves/Dev/godot/godot/./core/cowdata.h:151 (discriminator 7))
[3] Vector<String>::operator[](int) const (/home/henriquealves/Dev/godot/godot/./core/vector.h:85)
[4] ExtendGDScriptParser::parse_function_symbol(GDScriptParser::FunctionNode const*, lsp::DocumentSymbol&) (/home/henriquealves/Dev/godot/godot/modules/gdscript/language_server/gdscript_extend_parser.cpp:267 (discriminator 9))
[5] ExtendGDScriptParser::parse_class_symbol(GDScriptParser::ClassNode const*, lsp::DocumentSymbol&) (/home/henriquealves/Dev/godot/godot/modules/gdscript/language_server/gdscript_extend_parser.cpp:237)
[6] ExtendGDScriptParser::update_symbols() (/
06-24 23:26:37.337 20743 20743 D GoogleService: Play Service Available.
06-24 23:26:37.338 20743 20743 D GoogleService: Google::Initialized
06-24 23:26:37.355 20743 20743 D GoogleService: Google not connected
06-24 23:26:39.421 21081 21081 I SignInActivity: Transition from -1 to 0
06-24 23:26:43.208 21081 21081 I SignInActivity: Transition from 0 to 1
06-24 23:26:43.231 21081 21081 I SignInActivity: Transition from 1 to 3
06-24 23:26:43.326 21081 21081 I SignInActivity: Transition from 3 to 4
06-24 23:26:43.844 21081 21081 I SignInActivity: Transition from 4 to 5
06-24 23:26:43.866 21081 21081 I SignInActivity: Transition from 5 to 6
06-24 23:26:44.175 21081 21081 I SignInActivity: Transition from 6 to 11
shader_type spatial;
render_mode unshaded;
uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
void fragment() {
ALBEDO = vec3(red, green, blue);
Assignment 3:
Headlines -> Vectors -> Groups
\_________ ________/
v
the complicated
part
Baseline idea:
- Bag of Words (BoW)
@henriquelalves
henriquelalves / main.js
Created April 20, 2017 18:21
Phaser-Input endFocus callback
input = game.add.inputField(10, 90, style);
input.stateRef = this;
input.isEditting = false;
(function (i){
var oldStartFocus = i.startFocus;
i.startFocus = function (){
console.log("Start");
@henriquelalves
henriquelalves / .py
Created March 22, 2017 13:52
quickfix on plugin node deselection
func forward_input_event(event):
if event.type == InputEvent.MOUSE_BUTTON:
if event.button_index == BUTTON_LEFT and get_selection().get_selected_nodes().size() == 0:
make_visible(false)
return false
func make_visible(visible):
if visible:
dock.show()
else: