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Pavel Alexandrov
Yanrishatum
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Haxe, gamedev, schizophrenia-induced code, bicycles because I don't like existing solutions. Feedback often is honest and sounds rude.
I (Yanrishatum) see too many same questions. They irritate me.
Translation
"How dare you come into this chat and not realize that i am the GOD of heaps and that you MUST check out MY documentation1!!! Im veyr abngrey!!!" - translation from someone in chat.
This is a compiled and categorized list of the #Heaps channel in Haxe discord because we ran out of pins and searching them is a massive pain.
The Source links point to specific messages from Discord for more context/original text. If it has an asterisk (I.e. Source*) that means text was altered to update with current state of the engine as of writing (January 2024) or omitted, and source link may provide more context.
Warning: As of writing this (January 2024), this list is still very WIP.
Cheap pixel-art color swap based on LUTs: An article
Cheap pixel-art color swaps based on LUTs: why, how and alternatives.
Why
Pixel-art is a palette-limited image that uses strictly specific colors, and those colors can be easily swapped in the editor. But what about doing it at runtime without a need to re-edit them? For example on sprites to make them appear belonging to a specific team. That technology was used for a long time, but with modern pixel-art games using PNGs, it became harder to do so, since those are not indexed colors.
Working with various people I've seen that it's often done in an inefficient way of just preparing copy of exact same sprite just to change the colors, or make limited version of palette swap by recoloring only a specific color (like magenta) at runtime. But what if we could just use a simple lookup table and swap any color we want during the rendering for a fairly cheap price? That is the why this a thing now.
How
Let's start what we have. Usually people use 8-bit images, meaning that there's 8 bits per the primary c
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<hashlink> points to your installation of Hashlink, e.g. folder in which hl.exe (or Unix executable) is, alongside with library binaries (.hdll files), and include folder.
<src> points to the folder containing generated HL/C sources. One that contains hlc.json file.
<app> refers to your output executable name, including extension.
<main> refers to your entry-point file name, including extension (see below).
I provide example of doing it on Windows via MSVC cl.exe, but Unix should be more or less same with replacement of argument flags and compiler.
I expect that you DO have a compiler installed and can call cl.exe or other compiler from command-line.
Unstrusted LOGgy: UX tweaks for reading dem circus
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