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it always annoyed me that there's no built-in mechanism for automatic build versioning in visual studio, so here's my little "build number incrementor". usage:

buildno++.exe <filename>

i have it set up to run as a pre-build event in vs. a text file (called buildno.debug in the screenshot) contains a single #define:

#define BUILDNO 0

and every time the buildno++.exe runs it increments that number in the file, whatever it happens to be. you then #include that file and can use the BUILDNO macro to access the updated, current build number in your code. this is how i use it:

#ifdef DEBUG
#include "buildno.debug"
#define BUILD "debug build " STR(BUILDNO)
#else
#include "buildno.release"
#define BUILD "build " STR(BUILDNO)
#endif

note: the original filename is actually buildno++.exe but the ++ part seems to have been stripped by discord. so rename accordingly.

as an apropos to the gui framework discussion earlier; a little peek at a selection of widgets in my own lightweight gui system (wip, been in stasis for the last 2-3 years, as all my other projects. hope to pick them all up again this year) https://i.imgur.com/BDpqVNf.png screenshot attached to show actual ui crispness, to balance out the muddy video compression..

i guess such small code samples are rarely sent here hold my beer.. (i always liked this piece of code, although it never seemed to appeal much to anyone else whenever it was brought up. maybe it's because i actually needed it for a project: storing argb color in various compact forms, either as uint32 or packed into an __m128i, where i had to multply alpha values from nested containers and it was beneficial to do it in-place, as bytes, without extracting to float and repacking etc..) https://gist.github.com/d7samurai/f98cb2aa30a6d73e62a65a376d24c6da

nothing new, really, but better quality (i now upscale to 4k, as youtube seems to respect that more.. so it has less compression artifacts and shows off the fidelity better).. also this version has the slight line shimmering enabled, as well as a more visible faux monitor reflection (if the movements look awkward it's because the prototype runs slower than realtime when recording frames to disk - while capturing video from the webcam.. so when played back, the video effectively plays faster. it's real-time during gameplay) https://youtu.be/Nptlhm7OYfE

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