One-Core-API-Binaries
stb
One-Core-API-Binaries | stb | |
---|---|---|
24 | 164 | |
553 | 25,207 | |
- | - | |
8.6 | 6.4 | |
3 months ago | 5 days ago | |
Batchfile | C | |
- | GNU General Public License v3.0 or later |
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One-Core-API-Binaries
- One-Core-API Binaries
- The Windows XP activation algorithm has been cracked | The unkillable OS rises from the grave… Again
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Do you think there will ever be a fully functinal kernal for win xp or some way to run more modern games etc
There's this project: https://github.com/Skulltrail192/One-Core-API-Binaries But it can break compatibility with older stuff and it's highly experimental, so I'd use it at your own risk.
- “My long goodbye to Windows XP” (2022)
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Does anyone know how to get roblox working on XP with onecore?
He is talking about OneCoreAPI.
- Windows XP Kernal Patch
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Discord (the app) running on Windows XP! (well, so far only the updater works)
I'm using One-Core-API which does something like that. I can run modern software like Chromium 102, Java 11, ShareX as well as other apps that require .NET 4.8 and many others. Basically something like KernelEX but better
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I need help with installing Itunes Windows xp x64
One-core-api: https://github.com/Skulltrail192/One-Core-API-Binaries Is a addon/unofficial update/patch/compatibility layer for xp and server 2003 that allows you to run newer programs
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chromium 91 x64 in xp
One-core-api: https://github.com/Skulltrail192/One-Core-API-Binaries Last version of Chromium that works without modification: https://storage.googleapis.com/chromium-browser-snapshots/index.html?prefix=Win_x64/859977/
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Windows vista extended kernel apps folder!
There's One-Core-API. Works as advertised in a VM , though mostly fails on every HW install I tried it on.
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
WinXpSupportedSoftware - The up-to-date list of supported software for whoever still use Windows XP SP3 x86, for old projects or retrogaming
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
One-Core-Api-Source - A complete layer to get compatibility on XP/2003 for newer applications
imgui-node-editor - Node Editor built using Dear ImGui
XomPie - Simple tools that might™ make newer application with trivial compatibility issue to run™ on Windows XP
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
Mypal68 - web browser
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
WindowsXPKg - Windows XP keygen
ImageMagick - 🧙♂️ ImageMagick 7
batch-time-sync - A batch script for syncing the time on your system clock
Cppcheck - static analysis of C/C++ code