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Messages - Kitty Hello

Lade Dir einen FFMpeg build herunter. Leg das ffplay.exe zu Deinem Programm dazu und dann:
ffplay "name-of-video.ext"

Das macht Vollbild.
Starte es mit SHELLEXECUTE.
Puh. AS macht hauptsächlich space_fractal. Schreib mal auf englisch.
The information is there. See the gpc_temp.h file. Each type has a dbg() function. In what format would you want to store the data? Consider you also have arrays.
I see. The standalone TTF library might be able to render unicode characters.
And happy new year to all of you.
Unfortunately, PLAYMUSIC is a bit different. You might have to extract that file to the tmp directory. :(
Announcements / Re: Book
Got me a copy as a friend's christmas present.  :good:
Done :)
Added to the github repository.
I attached the original project in the first post. Sorry, I didn't see it was deleted.
Off Topic / Re: Steam Deck
Also, there is a CMake project, that theoretically should let you compile GLBasic programs to any platform. We might start with Linux and Mac for a first test.
I'd still go with the HtCreateThreads method. You might be able to implement OpenMP, but seriously, if you're dounf MT, you need to know what you do. It's not that easy if you want to avoid racing conditions etc.

I had to add a 3D eggplant to one of my games and noticed, that my AC3D license was too old and the uppgrade fee was raised a lot and whatnot. So I installed the new Blender 2.9 and after a few videos, I got the hang of it. It improved a LOT! If you want to do 3D, try this out.
So, the Blender export filter was broken due to API changes. I had a few nights to get that running again. The old script was about 10+ years old. :)
(reminder to myself: always comment code. Code you wrote 5 years ago is code someone else might have written...)

So, I fixed the export and found, the dda files were quite big. I inserted a scale factor for normals and vertex coordinates and now... the dda (ASCII!) file format is more compact than the ddd binary file format I used to be so proud of.

The trick is, that the vertex positions*1000 often result in numbers like "5" or "15", which is 2-3 bytes including a separating space caracter. The binary always takes 4 bytes per float. Same for the normal directions*100.
The next update will bring both, the export filter and the dda 2.0 support to you.
Is there any way we can help you out?
I accidentally found an old backup of 2019-10 and copied the attachments back, so most stuff should be fixed again :)