![]() ![]() ![]() To edit the wiki you'll need an account, contact the Wiki Admin if you are joining the PCGen Community and wish to contribute to the actual wiki. Development versions are early previews of the next production release. It implements the RV64G variant of the RISC-V ISA. GitHub: Windows Download Zip Download (Universal) Development Versions. pcgen.sh) A simple fix for this would be to detect the user's DPI in pcgen. Its various data sources are licensed under individual agreements, see the Data License team for details. The Rocket core is an in-order scalar processor that provides a 5-stage pipeline. A workaround for Linux is to set GTKSCALE (e.g. The core PCGen code is licensed under the LGPL ver 2.1 open source license. Board of Directors - (aka BoD), governs the project.Full Team Member Listing is a full listing of our current volunteers.Issue Tracking ( Report Bugs and Feature Requests!).Users, (some who want to get straight to the documentation!).TO be the world's most flexible RPG character generation and maintenance software. To be the world's most flexible d20 character generation and maintenance software. Hello, are there any repositories where you can get all books for PcGen Bahamuts github has only core rulebook. MoreĪll of my public repositories are on github.PCGen is an Open Source FREE Java based character generator for d20 based Role-Playing games, it has many Features and some Requirements in order to run. I am currently working on getting a basic Flask app up and running. I designed several wireframes on Balsamiq and I have since settled on several graphical representations for data: heat and tree maps. Since I (ab)use git, and have both private and public repositories scattered everywhere, I figured that I would jump on the Quantified Self bandwagon and make my own habit tracker. As outlined in this blog post I want a better way to track my programming, writing, and research habits. This project is currently being implemented. Maybe something on top of MiniKanren.Īs of October 08, 2015, this is still a work in progress. I'm not yet quite sure where all this will end - but I'm already thinking about ways to write a better rule based inference engine. Of course, this turned out to be a far bigger project than I anticipated.Ĭurrently the code consists of a whole lot of monadic parsers. So I decided to write a Haskell program to parse the rule sets it uses, in the hopes that I would be able to build a better platform for myself and my gaming friends. I have been consistently frustrated with the (sad) state of affairs with PCGen, an open source character generator for role-playing games. Currently the code is not optimized at all. ![]() See this blog post for more observations.Īs of November 22, 2014, the project is complete, although I may return to it some day to add laziness. Nonetheless, I am very impressed with the language so far. I wrote this while learning F#, so I am afraid the code is not quite idiomatic. As a bonus, I also wanted to test C# interoperability with F# code. The reference paper is Finger trees - a simple general-purpose data structure (Hinze, Paterson). The data structure I chose to implement was a finger tree: a data structure with first-order nested types using monoids and reductions (via generics/parametric polymorphism). F# has interested me for many years, so I figured it was finally time to bite the bullet and properly learn the language.
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