A lot of time later, I finally have a hello world program running on my NDS (8x8 Bitmap font)
The program is 142 lines of code total.
Now that I think about it, this should probably be a project for the hmn website, but probably too late now
A lot of time later, I finally have a hello world program running on my NDS (8x8 Bitmap font)
The program is 142 lines of code total.
Now that I think about it, this should probably be a project for the hmn website, but probably too late now
Finally got something visual to show for the project I've been working on for the past three to four months.
Finally finished (At least for now) my mini-compiler frontend. https://github.com/PixelRifts/mini-frontend
Took 2 months, we'll see if it was worth it.
Goal of this project was NOT to make yet another language, it was to make a compiler frontend so that I can dive into compiler backends. I'm excited for that to be honest, much of this was just elbow grease, which I am glad to be done with (cough typechecker cough)
Been working on a game/video project for the past month or so. Pretty close to completing a VERY rough demo
Been working on my SoME#3 entry for the past two months and it's finally out now!
It's about the basics of lexing parsing and evaluating mathematical expressions.
https://www.youtube.com/watch?v=myZcNjKcVGw
Been working on supporting Linux for my c codebase.
Same Code, different OS-es and graphics api backends, but all of them get same outputs!
I made a video about my two year long journey of using C for various projects!
https://youtu.be/lMvFWKHhVZ0
Been working on my C-Codebase.
It now has swappable backends. Just define a macro and it'll switch the underlying implementations of functions.
So for a demo, I rendered a multicolored triangle with the 3 backends I have implemented currently: OpenGL 3.3, OpenGL 4.6 and D3D11
(You won't see a difference between the 3 multicolored triangles, which is good for my codebase but bad for the demo :kekw:)
Repository: https://github.com/PixelRifts/c-codebase
I've made a repository for a very simple C OpenGL renderer API.
It looks this simple to use:
Render_Begin_Frame(&renderer); Render_Push_Quad_T(&renderer, rect_init(400, 400, 100, 100), Color_Magenta, white_texture); Render_Push_String(&renderer, &inconsolata_font, str_lit("Text Rendering!"), vec2_init(500, 100), Color_Yellow); Render_End_Frame(&renderer);
It fits in precisely 300 Lines of code, and is super easy to extend
https://github.com/PixelRifts/easy-renderer
For a nice demo: I made a little tetris clone... so enjoy my terrible gameplay 😛
&multiedit Just to see how easy it is to convert anything to a multiedit plugin, I ported my old solid state visualizer into a plugin.
Also showcases you can do literally anything with plugins here.
&multiedit a basic particle system plugin in 183 LOC. Yes it's very barebones, but it works!
&multiedit Multiple plugins and Window resizing done. key events, mouse button events and resize events are now accessible through plugins
Now for the fun part (Trying to make a particle system editor as a demonstration)
&multiedit Quite a bit of progress since yesterday, added proper plugins and rendering via them is super easy
&multiedit Had to rescope a bit, panels were causing quite a pain for rendering for plugins. so wasted a day on that.
In other news, I got the file explorer bit working today, with queries!
&multiedit Got basic panels working. Should be easy to attach plugins to them which is the next step
Me and my friend made this game for SoME#2 (Math exposition "competition" by 3blue1brown)
https://voxelrifts.itch.io/graphit
https://github.com/PixelRifts/Rift I've been working on a C-Like Language for the past few months. It aims to be C but a few improvements to it that I would like to have. I'm by no means an expert in making programming languages, rather this was my first actual language that wasn't off a tutorial or book.
Its features:
For a "demo" I got a triangle up and running with OpenGL in it (with some simple "native" declarations for functions from glad and glfw)