PL3D-KC
scratch
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PL3D-KC
- NTSC Emulation in C with integers only (Source available)
- Any open source software renderers that use *scanline-based* triangle rendering algorithm with pure integer arithmetic, top-left rule, and texture mapping?
- Are there other examples of people who made games with their own engines like Minecraft ?
- Is there a way to generate 2d and 3d graphics without libraries or external engines?
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[Source] Integer-only 3D Software Renderer in pure C! Info in comments
PiSHi LE (PL) is a subset of the 3D graphics library used in King's Crook. FW LE is a subset of the windowing library used in King's Crook. Just like King's Crook, this code follows the same restrictions: 1. Everything must be done in software, no explicit usage of hardware acceleration. 2. No floating point types or literals, everything must be integer only. 3. No 3rd party libraries, only C standard library and OS libraries for window, input, etc. 4. No languages used besides C. 5. No compiler specific features and no SIMD. 6. Single threaded. https://github.com/LMP88959/PL3D-KC If you are using macOS, go to fw.h and change FW_X11_IS_MACOS to 1. Compiling for macOS/Linux: cd PL3D-KC gcc -lX11 -lXext -O3 *.c fw/*.c -o pl ./pl Compiling for Win32 is a bit more involved, I've only used Visual Studio to develop for Windows but this program doesn't use anything other than the Win32 library and winmm.lib (don't forget to link against winmm.lib!). Of course, you're not limited to using Visual Studio, feel free to use any build system you're comfortable with under Windows. Don't forget to compile with max optimization! If you have any questions feel free to leave a comment on YouTube OR join the King's Crook Discord server :) YouTube: https://www.youtube.com/c/LMP88 Discord: https://discord.gg/hdYctSmyQJ
scratch
- Windows XP dedicated image viewer?
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What Happens Before the Main Function is Called ?
pbmview, an image viewer (windows subsystem).
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A couple freestanding parsers in C99
For comparison (for those following along): https://github.com/skeeto/scratch/blob/master/parsers/qoi.c https://github.com/skeeto/scratch/blob/master/parsers/ini.c
- (POSIX) theory and practice of the useless use of cat
- [2023-05-19] Challenge #400 [Intermediate] Practical Numbers
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Difference in accuracy when compiling in windows and linux
Another option I learned a couple years ago is embedding a UTF-8 manifest ([details])[https://github.com/skeeto/scratch/tree/master/libwinsane]. Also put the console in UTF-8 mode (SetConsoleOutputCP(CP_UTF8)), and you're done. Works on Windows 10 and later. This covers everything: argv is UTF-8 and fopen accepts UTF-8 paths. (This is exactly how CRTs should have worked all along.)
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I made this small program in C :)
I was thinking more about this and I realized it's quite easy to do it in arbitrary precision, so here's my take: https://github.com/skeeto/scratch/blob/master/misc/bswap.c
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Beside SDL, is there an easier way to just show a custom rectangle with text, cross-platform?
As was linked from my QOI article, here's my full decoder with comments: qoi.c. Each pixel decodes to a 32-bit integer, ABGR. That corresponds to SDL's SDL_PIXELFORMAT_ABGR8888. SDL_UpdateTexture copies that data into the texture's internal storage, and font is no longer needed. (In a real program I'd allocate it in a scratch arena, reset after initialization.)
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GitHub - pmkenned/pmk_string: A simple string library in C
A recent, interesting experience with function+context allocation: For more than a decade, Windows accidentally exposed part of zlib in a public DLL, and (overly-)clever applications can exploit this as a "system zlib." Though it doesn't export the "end" functions, so cleanup seems impossible. However, custom allocation works, so doesn't matter. I plugged it into an arena.
- decompressing a .deflate file?
What are some alternatives?
small3dlib
w64devkit - Portable C and C++ Development Kit for x64 (and x86) Windows
minecraft-assets - Extracted Minecraft Assets
busybox-w32 - WIN32 native port of BusyBox.
renderer - A shader-based software renderer written from scratch in C89
BUSY - BUSY is a lean, statically typed, cross-platform, easily bootstrappable build system for GCC, CLANG and MSVC inspired by Google GN
Allegro - The official Allegro 5 git repository. Pull requests welcome!
PSCalendar - :calendar: A set of PowerShell commands for displaying calendars in the console.
tmp3d - A 3-D software renderer written from scratch running in an HTML5 <canvas>
cimgui - c-api for imgui (https://github.com/ocornut/imgui) Look at: https://github.com/cimgui for other widgets
q - A fixed point library (Signed Q16.16) for embedded systems.
gameinfojs - High level interface to the functionality provided by the other game* libraries