https://github.com/ZILtoid1991/VDP-engine
0.9.0 version due to the difference in usability. Needs a lot of
debugging and testing, but now it can render hundreds of sprites
without an issue.
Also do somebody know how should I speed up the sprite part of
the code? In my opinion, it's pretty slow alrought it was the
easiest way I could come up with.
Hi,
you have wrong approach to this problem. From design OOP view it
is perfectly ok and this is how you universities teach it in
the
On Tuesday, 3 February 2015 at 17:15:29 UTC, Zoadian wrote:
On Tuesday, 3 February 2015 at 16:30:27 UTC, solidstate1991
wrote:
https://github.com/ZILtoid1991/VDP-engine
Alpha release. Very basic functionality at the moment, will be
expanded later.
had a quick look:
public class Color
T
On Tue, Feb 03, 2015 at 17:15:28 +, Zoadian via Digitalmars-d-announce
wrote:
> had a quick look:
>
> public class Color
>
> This is probably going to be slow. you want to read about 'cache
> friendliness'. And for a game/graphics engine also google 'data
> oriented design'.
http://game
On Tuesday, 3 February 2015 at 16:30:27 UTC, solidstate1991 wrote:
https://github.com/ZILtoid1991/VDP-engine
Alpha release. Very basic functionality at the moment, will be
expanded later.
had a quick look:
public class Color
This is probably going to be slow. you want to read about 'cac
https://github.com/ZILtoid1991/VDP-engine
Alpha release. Very basic functionality at the moment, will be
expanded later.
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991
wrote:
I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.
Features:
-Support for parallax scrolling, and multiple sprite and tile
layers
-Suppo
Sigh, I did ask you some questions, which you've answered with a
couple more questions, so I'll give you one last response.
On Sunday, 21 December 2014 at 18:52:00 UTC, ketmar via
Digitalmars-d-announce wrote:
On Sun, 21 Dec 2014 18:24:12 +
Joakim via Digitalmars-d-announce
wrote:
But no
On Sun, 21 Dec 2014 18:24:12 +
Joakim via Digitalmars-d-announce
wrote:
> But nobody cares to prove it to you. I made an assertion that
> patches were upstreamed, all the raw data is out there to show
> that. If you're unwilling to go look for it, doesn't bother me.
do you see how discuss
On Sunday, 21 December 2014 at 15:44:05 UTC, ketmar via
Digitalmars-d-announce wrote:
On Sun, 21 Dec 2014 07:54:53 +
Joakim via Digitalmars-d-announce
wrote:
That still doesn't answer the question of why anyone would
spend time collecting stats when it's pointless to quantify
anyway. If i
On Sun, 21 Dec 2014 07:54:53 +
Joakim via Digitalmars-d-announce
wrote:
> On Saturday, 20 December 2014 at 18:49:06 UTC, ketmar via
> Digitalmars-d-announce wrote:
> > On Sat, 20 Dec 2014 17:12:46 +
> > Joakim via Digitalmars-d-announce
> > wrote:
> >> Why would we collect stats: what
On Saturday, 20 December 2014 at 18:49:06 UTC, ketmar via
Digitalmars-d-announce wrote:
On Sat, 20 Dec 2014 17:12:46 +
Joakim via Digitalmars-d-announce
wrote:
>> Why would we collect stats: what difference does it make if an
OSS project is 10% commercially developed or 20%?
'cause i want
On Sat, 20 Dec 2014 17:12:46 +
Joakim via Digitalmars-d-announce
wrote:
> On Saturday, 20 December 2014 at 15:48:59 UTC, ketmar via
> Digitalmars-d-announce wrote:
> > On Sat, 20 Dec 2014 15:02:57 +
> > Joakim via Digitalmars-d-announce
> > wrote:
> >
> >> I'll tell you how. First off,
On Saturday, 20 December 2014 at 15:48:59 UTC, ketmar via
Digitalmars-d-announce wrote:
On Sat, 20 Dec 2014 15:02:57 +
Joakim via Digitalmars-d-announce
wrote:
I'll tell you how. First off, all the external OSS projects
that AOSP builds on, whether the linux kernel or gpsd or gcc,
get mu
On Sat, 20 Dec 2014 15:02:57 +
Joakim via Digitalmars-d-announce
wrote:
> I'll tell you how. First off, all the external OSS projects that
> AOSP builds on, whether the linux kernel or gpsd or gcc, get much
> more usage and patches because they're being commercially used.
can i see some st
On Saturday, 20 December 2014 at 15:02:59 UTC, Joakim wrote:
Linux, by the way, is not a real FOSS for me. not until it
will adopt
GPLv3, which will never happen.
What will never happen is the GPLv3 ever taking off.
GPLv3 is single worst thing that ever happened to OSS
On Saturday, 20 December 2014 at 11:57:49 UTC, ketmar via
Digitalmars-d-announce wrote:
i still can't understand how buying
closed proprietary crap supports FOSS. and android is still
proprietary
system with opened source, not FOSS.
I'll tell you how. First off, all the external OSS projects
On Sat, 20 Dec 2014 10:58:58 +
Joakim via Digitalmars-d-announce
wrote:
> Nothing wrong with Android building on existing OSS.
i never said that this is something wrong. unethical from my POV, but
not wrong.
> As for the hype, the source google releases, AOSP, is completely
> open. You're
On Friday, 19 December 2014 at 17:21:43 UTC, ketmar via
Digitalmars-d-announce wrote:
it is still unusable. i don't care what problems samsung or
other oem
have, as i still got the closed proprietary system.
Not exactly, as the flourishing Android ROM scene shows. While
many people also jail
On Fri, 19 Dec 2014 18:23:59 +
Kagamin via Digitalmars-d-announce
wrote:
> On Friday, 19 December 2014 at 17:21:43 UTC, ketmar via
> Digitalmars-d-announce wrote:
> > have, as i still got the closed proprietary system. what google
> > really
> > has with their "open-sourceness" is a bunch o
On Friday, 19 December 2014 at 17:21:43 UTC, ketmar via
Digitalmars-d-announce wrote:
have, as i still got the closed proprietary system. what google
really
has with their "open-sourceness" is a bunch of people that
works as
additional coders and testers for free.
Well, those people want to d
On Fri, 19 Dec 2014 17:04:22 +
Joakim via Digitalmars-d-announce
wrote:
> If your point is that AOSP is released as pure open source, no
> Android phone is sold running pure AOSP, including Nexus devices
> because of binary blob drivers. Without the proprietary add-ons,
> AOSP would be un
On Friday, 19 December 2014 at 15:05:05 UTC, ketmar via
Digitalmars-d-announce wrote:
On Fri, 19 Dec 2014 14:46:33 +
Joakim via Digitalmars-d-announce
wrote:
On Friday, 19 December 2014 at 11:35:54 UTC, ketmar via
Digitalmars-d-announce wrote:
> On Fri, 19 Dec 2014 07:22:13 +
> Joakim
On Fri, 19 Dec 2014 14:46:33 +
Joakim via Digitalmars-d-announce
wrote:
> On Friday, 19 December 2014 at 11:35:54 UTC, ketmar via
> Digitalmars-d-announce wrote:
> > On Fri, 19 Dec 2014 07:22:13 +
> > Joakim via Digitalmars-d-announce
> > wrote:
> >
> >> This is the model used by Androi
On Friday, 19 December 2014 at 11:35:54 UTC, ketmar via
Digitalmars-d-announce wrote:
On Fri, 19 Dec 2014 07:22:13 +
Joakim via Digitalmars-d-announce
wrote:
This is the model used by Android, the most successful open
source project ever
i can assure you that stupid policy with separating
On Fri, 19 Dec 2014 07:22:13 +
Joakim via Digitalmars-d-announce
wrote:
> This is the model used by Android, the most successful open
> source project ever
i can assure you that stupid policy with separating features has
nothing to do with android popularity.
signature.asc
Description: PGP
On Friday, 19 December 2014 at 01:00:30 UTC, Kiith-Sa wrote:
It's not a dethroner for the Unreal Engine 4, but I try my best
to get it into work. It's current name is VDP engine, but if
you
can come up with a better name I might change it. I still
haven't
decided to make it open or closed sour
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991
wrote:
I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.
Features:
-Support for parallax scrolling, and multiple sprite and tile
layers
-Suppo
On Wednesday, 17 December 2014 at 19:52:14 UTC, Ben Boeckel via
Digitalmars-d-announce wrote:
On Wed, Dec 17, 2014 at 19:06:21 +, solidstate1991 via
Digitalmars-d-announce wrote:
I still
haven't
decided to make it open or closed source (if i
On Wed, Dec 17, 2014 at 19:06:21 +, solidstate1991 via
Digitalmars-d-announce wrote:
> I still haven't
> decided to make it open or closed source (if it'll be ever used
> by any game that makes profit, I'd like to get some share from
> it).
On
I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.
Features:
-Support for parallax scrolling, and multiple sprite and tile
layers
-Support for sprite scaling and rotation
-Max. 65536 colors on screen from a
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