Vector graphics

Re: Vector graphics

Postby Lyberta » 04 May 2019, 22:14

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Re: Vector graphics

Postby fluffrabbit » 05 May 2019, 02:07

It's not the low-level hardware and design differences that separate operating systems, it's the APIs they come with. C++ sits on top of operating system APIs, making more code, which real programmers don't need. It would be nice to have C++ code that runs at a lower level than all that, such that a kernel and all the hardware drivers could be written in it. My gut tells me that running these proposed APIs on top of UEFI is a pipe dream, and that comes from 1990s reasoning, not 1960s.
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Re: Vector graphics

Postby Lyberta » 05 May 2019, 11:02

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Re: Vector graphics

Postby fluffrabbit » 05 May 2019, 13:08

Lyberta {l Wrote}:
fluffrabbit {l Wrote}:C++ sits on top of operating system APIs, making more code, which real programmers don't need.


I'm extremely glad I don't have to call OS APIs most of the time. They are extremely horrible. All of them. I love that C++ safeguards me from OS. OS is bad. C++ good.

While that's probably true, I have always found the Windows API to be mysterious and magical. Windows C++ development is its own animal distinct from POSIX. The larger the C++ standard gets, the more Windows programmers shy away from MinGW and use MSVC instead, which I think is a shame. Back in the day, I was hesitant to use MinGW at all because it was bigger than 5 MB while the Tiny C Compiler was nice and compact (and libtcc for C scripting is a thing now too, yay). Now I just say screw Windows.

Lyberta {l Wrote}:
fluffrabbit {l Wrote}:It would be nice to have C++ code that runs at a lower level than all that, such that a kernel and all the hardware drivers could be written in it. My gut tells me that running these proposed APIs on top of UEFI is a pipe dream


I think it's just a matter of someone porting stdlib to that environment. I'm definitely interested in writing some UEFI code.

Yes, that's the problem: getting the C++ runtime libraries on the target system. What about MS-DOS, Amiga, and the Sega Dreamcast? You can run C code on all of them, but I don't know about these proposed super-high-level APIs. On the other hand, if these super-high-level APIs become part of the C++ standard and run on top of or can even replace UEFI, you can replace operating systems! That would be awesome.
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Re: Vector graphics

Postby Lyberta » 05 May 2019, 23:13

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Re: Vector graphics

Postby fluffrabbit » 06 May 2019, 09:03

IncludeOS... "in the cloud". What about embedded systems? What about graphing calculators?
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Re: Vector graphics

Postby Lyberta » 06 May 2019, 11:47

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Re: Vector graphics

Postby fluffrabbit » 06 May 2019, 13:24

If it isn't doing anything unreasonably high-level I just might. Of course one should expect nothing of their programming languages, but that's more of a C way of thinking...
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Re: Vector graphics

Postby fluffrabbit » 06 May 2019, 16:03

Just found this. Once you've exported the sequence of SVG frames from Blender at a lower framerate (in the 10-30 range) you can load the frames in the game engine at 2x or 4x their specified size for scaling and interpolate between the frames using 2 texture inputs and the GLSL mix function if you have multiple texture inputs working (you will have to call something like glUniform1i( glGetUniformLocation( "uniform_name" ), texture_slot ) for each texture slot the shader has).
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