Опенсорснув https://codeberg.org/knightpp/game-of-life-zig
Це програма написана на #Zig + #SDL3 + #dvui
А найкраще те що воно скомпілювалося під ВЕБ, тому доступне тут https://knightpp.codeberg.page/game-of-life-zig/@pages/
The Simple DirectMedia Layer (SDL) multimedia library is now available for AmigaOS 4 in versions 2.32.6 and 3.2.14.
Ok I managed to make #SDL3 #Gfx ImageFilters work... but only by disabling MMX optimizations. Looked at the source and, well, this is a not very used part of SDL_gfx.
I think its possible to remove those optimizations, computers are pretty fast nowadays.
The current library is this one
https://github.com/sabdul-khabir/SDL3_gfx
It kinda also needs a bunch o QoL features (use floats, bools, clean up, etc), to match SDL3... maybe I can roll up my sleeves and try to fix this for my #sdl #vala binding.
Despite my body aching and being sleepy all over, I managed to work out a small #sdl3 #Vala bindings update.
I have now implemented the SDL3_gfx library! This is a special small library that implements:
* Some special primitive drawing routines, like circles, pies, beziers, etc.
* A simple framerate manager.
* Some algorithm filters (I still need to understand how these work to make proper samples).
But in any case there are samples for framerate and primitives. Enjoy!
What is the proper way of ensuring non-exclusive borderless fullscreen on Windows + OpenGL?
Using windowed + borderless flags in SDL still results in exclusive fullscreen:
https://github.com/libsdl-org/SDL/issues/12791
How do most games implement this sanely?
Creating a borderless OpenGL window (SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS) at the native display resolution on Windows 11 results in the window unexpectedly switching to an exclusive fullscree...
I've somehow managed to compile #Windows #cplusplus program with #CMake, with some prebuilt dependencies (#OpenCV and #SDL3), in Visual Studio!
Now, sure, it doesn't DO anything! But I guess it's a start!