Medo
abrash-black-book
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Medo | abrash-black-book | |
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12 | 23 | |
142 | 4,389 | |
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4.5 | 0.0 | |
8 months ago | 10 months ago | |
C++ | CSS | |
MIT License | - |
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Medo
- Peredvizhnikov Engine is a fully lock-free game engine written in C++20
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De-Bloated Windows 11 Build Runs on 2GB of RAM
To me the most impressive recent example is a video editor developed for Haiku OS [0]. It fits on a 1.44MB floppy disk.
[0] https://github.com/smallstepforman/Medo
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LosslessCut: The Swiss Army Knife of Lossless Video/Audio Editing
> does anybody know of an editor capable of cutting between inter frames?
https://github.com/smallstepforman/Medo
- A C++17 thread pool for high-performance scientific computing
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Ask HN: How were video games from the 90s so efficient?
I’ve created a 4k UHD video editor for Haiku OS (https://github.com/smallstepforman/Medo), it’s a C++17 native app, with over 30 OpenGL GLSL effect plugins and addons, multi threaded Actor model, over 10 user languages, and the entire package file fits on a 1.44Mb floppy disk with space to spare. If I was really concerned about space, I could probably replace all .png resources with WebP and save another 200kb.
How is it so small? No external dependancies (uses stock Haiku packages), uses the standard C++ system API, and written by a developer that learned their trade on restrained systems from the 80’s. Look at the old Amiga stuff from that era.
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HaikuOS running on real RISC-V hardware
At its core, Linux offers variety, while Haiku strives to be a unified system. There is only one official UI, one sound API, one filesystem, one preference system, etc. making Haiku easier to administer. The system kits are designed to work together.
For instance, I created a from scratch video editor for Haiku which does 4K UHD videos with OpenGL based plugins, with over 30 effects, and 10 languages. The installer package with no dependancies is 1.3Mb (fits on a floppy disk). https://github.com/smallstepforman/Medo Under Linux, I would require many more dependancies since I have so no guarantee what libraries or API the users have installed.
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What GUI Library do you use?
My favourite - BeOS/Haiku Interface Kit (Link to my project with screenshot https://github.com/smallstepforman/Medo).
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How to Use CMake Without the Agonizing Pain - Part 1
You can always use both ... example from my project: https://github.com/smallstepforman/Medo
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Linux, macOS, and Windows running simultaneously on a first gen Core i5
Wait until you try Haiku on the same hardware. I’ve got a 4K video editor with no HW acceleration yet is smoother to edit videos than both OSX and Win10.
https://github.com/smallstepforman/Medo/raw/main/Docs/Medo.j...
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Announcement: Haiku Media Editor - R1.0.0, Beta 1
https://github.com/smallstepforman/Medo It is for a opensource Media Operating System called Haiku Os, and it is less than 1.44 Mb open source very lightweight:
abrash-black-book
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What is the lowest level of graphics access?
Michael Abrash's Graphic Programming Black Book
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Resources for programs they used back in the 90s/early 00s?
[Michael Abrash's Black Graphics Programming Black Book from 1997 is a fantastic book I wish I had back then. It is available for free on GitHub. I read it maybe in 2015 and I thought it was fantastic even if it is dated now. It goes through the evolution of PC hardware (CPU and graphics cards in particular) from the very first IBM PC to the mid-90's pentiums, and the last chapter or two are about the author's work on Quake.
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Where can I get behind the scenes of development of old games
Also available in eReader formats: https://github.com/jagregory/abrash-black-book/releases
- Black Book
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Olive.c: a simple graphics library that does not have any dependencies
Also look at the source for original Quake (https://github.com/id-Software/Quake), one of the last pure software-rasterizing AAA 3D PC games. Michael Abrash's Graphics Programming Black Book (https://github.com/jagregory/abrash-black-book) explains many of the critical parts of the rendering pipeline.
By the way, quake.exe for DOS was 404,480 bytes.
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The 2nd edition of Petzold's book CODE is now available!
It's also THICK. I have my copy of the 5th edition right here, and it's about 3 inches from cover to cover. Thicker than Introduction to Algorithms and thicker than the Graphics Programming Black Book.
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John Carmack's new AGI company, Keen Technologies, has raised a $20M round
Read Michael Abrash's Graphics Programming Black Book for the story of how the original Quake came to life. You'll get an appreciation for John Carmack's ability to thoroughly research widely varying solutions to a problem, quickly create production-quality implementations of the promising ones, and even more quickly abandon the dead ends. The result is this almost boring, seemingly linear progression toward a final product that seems obvious in hindsight, yet it represents a leap forward the way Quake did in the mid-1990s compared to other FPSes at the time. I don't know many other public stories of individual engineers who can span both the very cutting edge of research and the practicalities of shipping real commercial software.
https://github.com/jagregory/abrash-black-book
- I want to start learning how to program DOS games
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Older and experienced game devs that programmed games from scratch, which books and resources did you use to make stuff from scratch?
The Abrash black book is on github!
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What was the "old," way of doing 3D graphics before shaders? (fixed function pipelines and such)
Go through Michael Abrash's Graphics Programming Black Book to see how it used to be on PC world.
What are some alternatives?
xhyve - xhyve, a lightweight OS X virtualization solution
vex - A modern dialog library which is highly configurable and easy to style. #hubspot-open-source
cmake-init - The missing CMake project initializer
Celeste - Celeste Bugs & Issue Tracker + some Source Code
thread-pool - BS::thread_pool: a fast, lightweight, and easy-to-use C++17 thread pool library
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.
cmake-init-vcpkg-example - cmake-init generated executable project with vcpkg integration
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
macOS-Simple-KVM - Tools to set up a quick macOS VM in QEMU, accelerated by KVM.
binaryen - Optimizer and compiler/toolchain library for WebAssembly
OSX-KVM - Run macOS on QEMU/KVM. With OpenCore + Monterey + Ventura + Sonoma support now! Only commercial (paid) support is available now to avoid spammy issues. No Mac system is required.
awesome-dos - Curated list of references for development of DOS applications.