Honki-Tonks-Zivilisationen
qoi
Honki-Tonks-Zivilisationen | qoi | |
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10 | 25 | |
17 | 6,729 | |
- | - | |
8.7 | 6.3 | |
8 days ago | about 1 month ago | |
Ada | C | |
GNU General Public License v3.0 only | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Honki-Tonks-Zivilisationen
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March 2023 What Are You Working On?
Added prototype for tooltips. Text scaling and positioning system revised. Saved user settings and databases are now checked for correctness before importing and, if necessary, are not imported. Error and diagnostic system expanded. Added a general system for determining which part of a texture to display. Started building a sound system to test sound playback. Fixed numerous bugs and incorrect behavior. Released a new version.
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November 2022 What Are You Working On?
Working on Honki Tonk´s Zivilisationen, my 4x strategy game:
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Civilization 1-style game
The source code is currently open and on GitHub, but since I plan to look for a publisher for it in the (near?) future, this could possibly change. Although I doubt that anyone can do much with the code. As the code is written in Ada and German and still some parts are programmed very strangely because I have no idea what I'm doing and the development originally started in the terminal. The graphics are also not included and single-colored fields/objects are displayed instead. I also live stream almost the entire development on my YouTube and Twitch channels.
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May 2022 What Are You Working On?
As always, I've been working on my Civilization-style game:
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April 2022 What Are You Working On?
Still working on my Civilization like game. However, due to health problems, I didn't make much progress. But I've made some important internal changes that should make development easier in the future, and improved performance in a few places.
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March 2022 What Are You Working On?
As always, I was working on my Civilization like game. In the meantime I have created and integrated my first own textures, even if they still look quite modest, and the scaling system for textures now works correctly. I've also reworked the system for determining valid map positions and transitions, it's now faster, clearer and more compact. Plus the usual stuff like fixing a bunch of bugs, adding/revising contracts, merging duplicated code, and generally improving program stopping and error reporting.
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Audio Library for Ada
Civ-Klon
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February 2022 What Are You Working On?
As always on my Civilization game. I've finally managed to completely separate the logic and graphics areas. In addition, there is now a rudimentary music and sound output, a slightly improved AI, some basics for further game features and some optimization of the internal code and program structure. Hopefully this month I'll be able to create and integrate my own textures for the graphics.
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What Did You Work On in 2021?
I mainly worked on my Civilization-style game. Hopefully this year I'll get to a level where I can find a publisher and sell it.
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December 2021 What Are You Working On?
I'm still working on my Civilization-style game. Most of it has now been expanded to include a complete ASFML/SFML branch. Scrolling and selecting with the mouse, general input, better menus, better display of the world map, initial display of the city map, graphic adjustments when changing the window, control of the units, a simple research menu and more now runs via the ASFML/SFML. I also split the logic and graphics part into two different tasks and improved the English translation. Still a lot of work to do until it can be sold, but things are moving forward.
qoi
- CPNG, a backwards compatible fork of PNG
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Ethically Sourced Lena Picture
Her request is politely-phrased and reasonable. I don't think there's a legal or ethical issue, but respecting the wishes of others when it costs nothing is just kindness.
However, the way that some have seized on it, and then interacted with others in their communities is ... neither polite nor reasonable.
e.g. https://github.com/phoboslab/qoi/issues/35
- PSA: Use ZopfliPNG to compress your PNG assets
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The most famous picture used as a standard in computer science is nudes from Playboy!
How do you know it's not a problem for the people who work with computer vision? Let's take this for example - sure, the request itself was presented very unprofessionally, but this is still an example of someone in a computer vision-adjacent field stating in no uncertain terms that they have a problem with the image.
- What’s the best lossless image format?
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At one company I worked at only one thing mattered: the yearly bonus
Yes. Without a supporting statement, it's ad hominem. But I provided a supporting statement.
This is the issue I'm taking about: https://mobile.twitter.com/richgel999/status/146443578680850...
Which links to here: https://github.com/phoboslab/qoi/issues/35
Where everyone agrees, yes, the image should be removed. They didn't know about its history. Would he please stop being a gigantic asshole about it.
So if that's not blowing things out of proportion, I don't know what is.
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QOI – The Quite OK Image Format
I don't know about CUDA, however I've made an AVX2 based encoder a few months ago : https://github.com/phoboslab/qoi/pull/143
I intend to create an AVX2 based decoder but I had absolutely no time to work on side projects in the past three months.
You might also want to take a look at this streaming encoder if you want to encode large files with a tiny memory footprint : https://github.com/MKCG/php-qoi/blob/main/src/FFI/lib/qoi.c
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This is huge: GameMaker Studio 2 now uses QOI image format for textures!
Not only does compression improve this situation today, but using QOI means improvements may continue to come over time. QOI is a very new, open source image format, and that's already proving to be an advantage. By itself, QOI compression is pretty weak, but YoYoGames have forked it and worked in BZ2 compression to surpass the old PNG format. As QOI itself improves and as YoYoGames continues to work on it, it's almost guaranteed that we'll see the compression ratio in GameMaker get better over time.
- QOI – The “Quite OK Image Format” for fast, lossless image compression
What are some alternatives?
alire - Command-line tool from the Alire project and supporting library
PNG-spec - Maintenance of the PNG specification
Pi-Mainframe - Simulated mainframe computer based on a Raspberry Pi
libjxl - JPEG XL image format reference implementation
Ada_GUI - An Ada-oriented GUI
Zpng - Better lossless compression than PNG with a simpler algorithm
programming-with-ada - A guide for learning about the Ada Programming Language.
fpng - Super fast C++ .PNG writer/reader
16-Games - 16 games developed in Ada and C++ for didactic purposes. Originally developed in C++ by YouTuber "FamTrinli".
qoi2-bikeshed - "Quite OK Image" version 2 discussions
septum - Context-based code search tool
qoi - A rust implementation of the “Quite OK Image” format for fast, lossless image compression