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Off Topic / Re: Merry Christmas!
« Last post by Youkaisan on Yesterday at 08:38 PM »
Or, happy Chinese New Year (Tiger Year this time).
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GLBasic - en / Re: True Type Fonts
« Last post by Qedo on 2022-Jan-26 »
but unfortunately the TTF library only renders segments and not curves
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GLBasic - en / Re: True Type Fonts
« Last post by Kitty Hello on 2022-Jan-24 »
I see. The standalone TTF library might be able to render unicode characters.
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GLBasic - en / Re: True Type Fonts
« Last post by dreamerman on 2022-Jan-20 »
Recently I checked few standard TTF font's and they are working properly, higher scale value shows not highest quality (as Qedo mentioned) but it's sufficient for most use cases. Didn't check some more artistic fonts from web, so maybe there are additional limits, but can't say that.

But I'm bumping this from other TTF related reason. Is there a 'simple' way to display/render UTF8 text with use of TTF fonts (or some other trick) in GLB? Standard bitmap font is limited to 128/256 characters, and TTF font's also have such 256 char limit.
For static/predefined text (like menu, buttons, labels) I'm using auto-generated earlier bitmaps, so I can have any language versions that I want.
The deal is to display runtime defined text, like user nicknames from for example Steam Leaderboards where entries are encoded in UTF8 and can contain national specific characters (like Chinese, Russian and so on). Simplest thing will be just replace any-non-standard-char with '?' but this may look bad :D Is there any work around for that, anyone has some clever function that will convert UTF8 to ASCII using extended 256 character set, so at least west Europe languages would be covered by it?

There are some crazy workarounds but all have some negatives:
- use php server to generate bitmap with proper coding/charset, based on input UTF8 string, GLB would download such bitmap and display it, this would increase server load and take some from transfer limit,
- include small local native app, that would do same as above script, but it's solution only for Windows,
- port FreeType lib (that's powering SDL_ttf) to GLB, quite big task just to have nice highscores in a game,
- or maybe something smaller like this lib: Font Stash,
Most likely if there will be no simple solution I will stick to '?' replacement, hopefully with adding player avatars to mitigate the issue.
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2D-snippets / Re: Very fast floodfill
« Last post by SnooPI on 2022-Jan-15 »
Very interesting. Thanks for sharing Qedo.
Dreamerman, I remember your path finding routine and this could definitely improve it.
Lode Vandevenne is a very good programmer especially for retro coding.
QuickCG is so coOol  :P
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2D-snippets / Re: Very fast floodfill
« Last post by dreamerman on 2022-Jan-14 »
Very nice code, and may have other usage as well.
I tried to compare it with my basic FloodFill from path finding routines, and Your code is 2 times faster, so I will try to implement this algorithm in path finding in near time. One thing to check would be using full size array and omit DIMPUSH/DIMDEL, it could bring some minor speed improvement but I'm not sure, it's very good in current state.
And in general the algorithm it self is more that 4-5 times faster, just that Sprite2Mem & FastMem2Sprite take some additional time, but even with them it's really fast, and could be used for some special effects in retro project.
Btw. I remember that lodev.org has also great articles about raycasting :)
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2D-snippets / Re: Very fast floodfill
« Last post by Qedo on 2022-Jan-12 »
Hi everyone,
speed is certainly an important factor in games and I think it will be of interest to an improved and faster version of the "fastfloodfill" project posted at therad https://www.glbasic.com/forum/index.php?topic=8663.msg78051# msg78051.
The complete project that I enclose "FillFastLine" is at least 4-5 times faster on my computer going from 50 fps to 220.
is a GLB version obtained from the site https://lodev.org/cgtutor/floodfill.html.
I hope you enjoy it and look forward to any comments and improvements in the case.
Ciao
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Bug Reports / Re: win32-dll win64-dll ld error
« Last post by dreamerman on 2022-Jan-10 »
Any more specific info? Latest Steam version, demo or some older version?
Did that happen in standard IDE, or You tried to build app manually with command line/bat files, as in platform.ini for Win32 target those libraries are properly typed in link stage -> -lGLBasicWin32 -lCxImageWin32,
and such issue shouldn't appear. Can't say anything more as never encountered such problem without messing with custom compile/link gcc commands.
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Bug Reports / win32-dll win64-dll ld error
« Last post by zyzzyva on 2022-Jan-09 »
-lGLBasic -lpng not found
replace with -lGLBasicWin32 -lCxImageWin32
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Off Topic / Re: Merry Christmas!
« Last post by erico on 2022-Jan-07 »
A bit late but happy everything to us all :)
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