Minimum Drawing Library Developments
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Re: Minimum Drawing Library Developments
What sort of licence is used for your stack?
Re: Minimum Drawing Library Developments
Hi,
The MDL Library is open source so I am including the MIT license statement in the final release, so it is explicitly stated.
-Mike
The MDL Library is open source so I am including the MIT license statement in the final release, so it is explicitly stated.
-Mike
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- Livecode Opensource Backer
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Re: Minimum Drawing Library Developments
Thank you very much.
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Re: Minimum Drawing Library Developments
These visual effects look fantastic
1. Trying them out, and possibly
2. Incorporating them into standalones.
So I'm off to work out how to include libraries in standalones.
and I look forward to:veBlinds, veBurn, veCheckerboard, veClam, veDissolve, veDissolveAlpha
veFadeThroughColor, veFadeTransparent, veGhostTransition, veGlitch,
veHolographic, veKaleidoscope, veLayeredGlass, veLiquid, veMagnetic,
veMosaic, veOrigamiFold, veParticleDissolve, vePixelate, vePush,
veRadialWipe, veReveal, veRipple, veScroll, veShatter, veShredder,
veSmoke, veSplit, veTile, veTimeMachine, veWaterRipple, veWipe,
veWipeWithSoftEdge and veZoom.
1. Trying them out, and possibly
2. Incorporating them into standalones.
So I'm off to work out how to include libraries in standalones.
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- Livecode Opensource Backer
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- Joined: Fri Feb 19, 2010 10:17 am
Re: Minimum Drawing Library Developments
Are you going to make a version available for download?
Re: Minimum Drawing Library Developments
Hi,
Yes the final 0.93 MDL release will be available for download but with all of the visual effects it is too large to upload here in the forum. I think I will release it as a public repository in my Github account and then provide a link here when it is ready for prime time. I'm new to Github but have one public repository:
https://github.com/mdroberts2017/Day-Nite-Pong-Wars
-Mike
Yes the final 0.93 MDL release will be available for download but with all of the visual effects it is too large to upload here in the forum. I think I will release it as a public repository in my Github account and then provide a link here when it is ready for prime time. I'm new to Github but have one public repository:
https://github.com/mdroberts2017/Day-Nite-Pong-Wars
-Mike
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- Livecode Opensource Backer
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Re: Minimum Drawing Library Developments
That sounds like a good idea.
I store my large stuff in a DropBox account.
I store my large stuff in a DropBox account.
Re: Minimum Drawing Library Developments
Hi,
I have posted the latest version of the Minimum Drawing Library as well as a Test Suite to a repository in my Github account since they are too large to upload here. They are both released open source under the MIT license.
https://github.com/mdroberts2017/Minimu ... r-LiveCode
-Mike
I have posted the latest version of the Minimum Drawing Library as well as a Test Suite to a repository in my Github account since they are too large to upload here. They are both released open source under the MIT license.
https://github.com/mdroberts2017/Minimu ... r-LiveCode
-Mike
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Re: Minimum Drawing Library Developments
Good stuff, thanks for sharing!
Some of it works quite well or fairly well speed-wise on the 5th gen core i7 macOS I tested it with, other things like transitions come to a grinding halt at 400px tile size. I actually have various handlers that could compliment this library. since it's MIT licensed I'd be willing to contribute them. I have a bunch of handlers I've written that kind of need a library to put them into, for examples: two handlers that can deconstruct and build animated sequences as GIF frames data from passed image references, another that modifies images by applying an index color palettes, reading GIMP color table files with fairly quick generation of pixels representations of the table, finding/extracting images embedded into other files, and probably other odds and ends.
I was thinking about optimizations, have you considered using Arrays to store pixel data? The engine seems very efficient using arrays. I see you're using the @ symbol to pass variables by reference so that's good. With arrays you could store several instances of 'the text of image X', then setting the 'text of image' or the imageData successively can be pretty fast if every frame is stored in RAM. I haven't taken a very close look at the code so pls forgive me if these ideas are already being employed.
Some of it works quite well or fairly well speed-wise on the 5th gen core i7 macOS I tested it with, other things like transitions come to a grinding halt at 400px tile size. I actually have various handlers that could compliment this library. since it's MIT licensed I'd be willing to contribute them. I have a bunch of handlers I've written that kind of need a library to put them into, for examples: two handlers that can deconstruct and build animated sequences as GIF frames data from passed image references, another that modifies images by applying an index color palettes, reading GIMP color table files with fairly quick generation of pixels representations of the table, finding/extracting images embedded into other files, and probably other odds and ends.
I was thinking about optimizations, have you considered using Arrays to store pixel data? The engine seems very efficient using arrays. I see you're using the @ symbol to pass variables by reference so that's good. With arrays you could store several instances of 'the text of image X', then setting the 'text of image' or the imageData successively can be pretty fast if every frame is stored in RAM. I haven't taken a very close look at the code so pls forgive me if these ideas are already being employed.
Re: Minimum Drawing Library Developments
Hi Paul,
Thanks for the input. I am brand new to GitHub so I'm not clear how "branches" work, but if you wanted to add a branch or clone the whole thing and put in your GitHub with your modifications either way should work. I am also a novice to "real" version control so I am just incrementing the version from 0.90, 0.91, 0.92, etc. If you clone and modify or do a branch I suppose using the next higher version number would be the way to go. Any suggestions on how to go about this properly would be appreciated. My goal is just to get UDI's open source library out there for LiveCode developers to use anyway they see fit.
I will probably take a hiatus from working on the library myself for a while because, even with my AI minions hard at work, it still managed to tax my brain :)
- Mike
Thanks for the input. I am brand new to GitHub so I'm not clear how "branches" work, but if you wanted to add a branch or clone the whole thing and put in your GitHub with your modifications either way should work. I am also a novice to "real" version control so I am just incrementing the version from 0.90, 0.91, 0.92, etc. If you clone and modify or do a branch I suppose using the next higher version number would be the way to go. Any suggestions on how to go about this properly would be appreciated. My goal is just to get UDI's open source library out there for LiveCode developers to use anyway they see fit.
I will probably take a hiatus from working on the library myself for a while because, even with my AI minions hard at work, it still managed to tax my brain :)
- Mike