4 dépôts
Organization of code into distinct directories to isolate custom modifications from upstream source code.
Distinct from Logic Isolation: Focuses on filesystem-based organization for merge conflict prevention rather than computational logic isolation.
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HowToBeAProgrammer is a comprehensive software engineering career guide and professional development framework. It serves as a curated-knowledge repository and handbook designed to help programmers acquire technical habits and social competencies necessary for professional advancement. The project distinguishes itself by integrating technical craftsmanship with a detailed manual for technical leadership and organizational navigation. It provides specific strategies for career progression, such as compensation negotiation, promotion readiness, and the management of professional boundaries to p
Teaches how to isolate throw-away debugging code to prevent disrupting official production releases.
This is a community-driven style guide for Unreal Engine 5 projects, providing a comprehensive set of conventions for organizing content and writing Blueprint code. The guide establishes standards for project folder structure, asset naming, and Blueprint scripting to improve readability, maintainability, and team collaboration. The guide covers two main areas: project organization and Blueprint coding standards. For project organization, it recommends structuring content by gameplay feature rather than asset type, isolating project assets in a top-level folder, using PascalCase for folder nam
Stores work-in-progress assets in Developer folders to prevent accidental use of unfinished content in builds.
Sbt est un outil de construction JVM et un système de gestion de dépendances conçu pour Scala et Java. Il fonctionne comme un orchestrateur de construction multi-projets qui gère la compilation du code source, résout les bibliothèques externes à partir de dépôts distants et emballe les binaires pour la distribution. Le projet se distingue par son système de construction interactif, qui fournit une boucle de lecture-évaluation-impression (REPL) pour l'inspection de l'état en temps réel et l'exécution des tâches. Il utilise un modèle d'exécution basé sur un graphe de dépendances pour traiter les tâches et maintient un magasin clé-valeur typé pour la configuration dynamique de la construction. Ses capacités couvrent l'automatisation de la construction JVM avec recompilation incrémentale, l'organisation modulaire des projets et l'exécution automatisée des tests. Le système prend également en charge la compilation multi-versions, la publication d'artefacts vers le stockage cloud et un modèle de plugin extensible pour ajouter une logique de construction personnalisée.
Includes version-specific directories in the source path to support different implementations across language versions.
Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an Entity-Component-System (ECS) game engine that separates logic into systems and data into components to manage complex entity interactions. The project functions as a grid-based physics simulator with a YAML data-driven prototype system for defining game objects. The project features a specialized 2D sprite rendering engine that maps server-side appearance data to client-side shaders. It implements a networking model with client-side prediction and dirty-flagged state synchronization to reduce inp
Organizes server-specific logic into dedicated folders to prevent merge conflicts with the upstream source.