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colonialcharter's Introduction

Hello

I'm Niki ๐Ÿ‘‹, I'm studying programming at 42Lausanne and have a passion for it, most especially when it's a group endeavour.

Here are some of the projects I'm most proud of:

Typescript projects

A single page site for playing multiplayer games of pong, as well as community management, friends, chatrooms and spectator mode. The backend uses Nestjs for the server, PostgreSQL for the database and Prisma as an ORM to communicate between the two. The frontend uses React for the user interface Reactrouter to get SPA client side routing, with TanStack Query v4 for state management. The styling was done using the TailwindCSS design system. A five person project [git repo]

C++ projects

A http server that support POST, GET and DELETE, cookies and session management, and a configurable CGI, examples provided in php, python and bash. The server uses the kqueue api for request multiplexing, the GCI execution is also added to the queue for a seamless no hang experience with multiple concurrent requests. A three person project [git repo]

C projects

A 3D ray-tracing rendering engine built from the ground up using the minilibx for a basic X-Window api. It supports basic primitives, Plane, Sphere, Cone, and Cylinder, as well as texture mapping images or a configurable checkerboard pattern. The engine also supports the Phong reflection model with shadows from multiple light sources and correct color mixing. Particular attention was given the optimization, mainly for the development experience, debugging the maths function for the various shapes was non trivial. Multithreading was implemented with pthreads api and thought was given to the data-structures used. A two person project [git repo]

A simplified shell, imitating the behavior of bash, in/out files, pipes, wildcards and control flow with && || ( ). Also includes a unittest framework written in bash, implemented to ensure correctness during development. A two person project [git repo]

Mandelbrot, Julia and Burning Julia fractal rendering, written in C using a basic graphics library the minilibx. The complex number maths was custom implemented along with panning an zooming. A solo project [git repo]

GameJams

I love the fast paced goal oriented format of the GameJam/Hackathon, the team dynamics and the mission to compleat a project. For all of my submissions I took the role of programmer and used GoDot, chosen for it's excellent documentation and solid browser performance, and used it's GDScript, a python like language for development.

Event: UPsi Jam 2.0 A physics based game with falling balls and mechanics in place to direct them to your opponent for them to deal with. A four person team [git repo] [itch page]

Event: Global Game Jam Geneva 2023 A tower defense style game with a resource gathering phase. A massive nine person team [git repo] [itch page]

Event: LevelUp 2023 A story based dungeon crawler with branching options and specific text for various event combinations. A three person team [git repo] [itch page]


page last updated jan 2024

ps. if you notice any spelling errors or weird grammar, don't hesitate to tell me

colonialcharter's People

Contributors

tarrke avatar znichola avatar

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Forkers

tarrke jonkeda

colonialcharter's Issues

Figure out system for accurate colonist state changes

Currently colonists have a chance of death/injury then the remainder for normal, these don't always fire at the same time, so you can have a colonist disappear.

results =
  {
    {
      name = "injured-colonist",
      probability = 0.08,
      amount = 1
    },
    {
      name = "tired-colonist",
      probability = 0.92,
      amount = 1
    },
    {
      name = "tired-colonist",
      amount = 2
    },
    {
      name = "space-science-pack",
      amount = 5
    }
  },

Game crash on colonial charter research finish

Hi,

My game crashes when the research colonial charter finishes with this error:

Error while running event ColonialCharter::on_research_finished (ID 18)
Unknown interface: silo_script
stack traceback:
ColonialCharter/control.lua:25: in function <ColonialCharter/control.lua:23>

My mod list:
`{
"mods": [
{
"name": "base",

  "name": "ColonialCharter",

  "name": "DeadlockLoaders",

  "name": "expanded-rocket-payloads",

  "name": "Explosive Excavation",

  "name": "far-reach",

  "name": "Fill4Me",

  "name": "Flow Control",

  "name": "FNEI",

  "name": "helmod",

  "name": "Larger stack Size",

  "name": "LogisticTrainNetwork",

  "name": "miniloader",

  "name": "Oil Patches Organizer",

  "name": "playtime",

  "name": "qol_research",

  "name": "railloader",

  "name": "SpaceMod",

  "name": "Squeak Through",

  "name": "upgrade-planner",

  "name": "WaiTex_Full",

  "name": "Warehousing",

`

Restructuring the tech tree and expanding the mod.

From some of the feedback I got on the reddit post, I think it would be a good idea to rearrange the colonist's tech-tree to get them much sooner than the endgame. This would also mean messing with the material costs.

First of all is this a good idea? If so where would make sense to slot them in?

As far a making it possible, I have added a coms dish as well as a landing pad, the idea would be to use the coms dish to produce arrival data and then feed that into the landing site to get a shipment of colonists. But this also works if we keep the colonists where they are in the tech tree.

Now what kind of buildings should we add? I have added a hydroponics building to produce food and some science. I found a pretty good work-flow so, it's not too time intensive to generate graphics. Basically using the models on the 3D warehouse, they have a very permissive licence.

Just while browsing the models I found some really nice looking optical observatories, so I thought it would be cool to add one as a late game science building, probably should redo housing/workshop at some point as well.

I put a rough outline in the todo list

I'll probably leave this for a few days for comments then start working on adding it in, starting with the techs that's aren't in in yet.

legal docs not accepted as input science labs

Can't research to the next lvl, not sure if its a mod or the game, I dont see any way to use legal docs, none of my research building can accept them for process. like you mod so far. let me know what I'm doing wrong. thanks.

From the mod portal.

Seems like legal docs aren't accepted as input to labs. Will try reproduce.

Launching game after running deployment script

@Tarrke is it possible to add in an option to launch the game after running the deployment script, as I was messing with the graphics it takes a lot of restarts to get the shadows lined up, it would make it much easier if the game auto launched after deploying.

Should we add child/adolesent colonists?

This should allow for much easier tracking of colonist birth rates as they would appear in the production tabs and would look nice in the gui.

This would also come with a recipe to educate them turning them into regular colonist. Can also add a new tech to make that more varied/interesting.

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