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Messages - Pyridine

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1
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 02, 2016, 04:34:25 PM »
> Since Kyzrati stated he won't go UTF-32, and instead is thinking about sprite sheets, then you should use my 4 x uint8_t instead of the uint32_t, and then merge your read operations.

Yes, I think I'll try and see if I can do that. That would cut down immensely on the number of reads. As for the possible future capability of XP to index arbitrarily-sized spritesheets, I think it's best to build the library to support what XP can actually do now, as opposed to what it may do later. Particularly if that allows code simplification.

> Your REXSpeeder library also has a buffer overflow if the width and heights are maliciously set for each layer.

I'm not worried about security for REXSpeeder until the need arises. Feel free to convince me otherwise. But if this particular vulnerability can be fixed with just an at() then I might as well fix it. thanks.

2
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 02, 2016, 03:13:27 PM »
In my experience, not every library loads files instantly. Sure, for like 20x20 files it doesn't matter how you load it, but I've seen big differences for files as small as 60x60. And for, say, game development, every millisecond counts.

Anyway, I'm impressed by the simplicity of your library. You certainly seem to know your stuff.

3
Everything REXPaint / Re: More layers than four?
« on: July 02, 2016, 02:40:27 PM »
On behalf of library maintainers everywhere, thanks for removing the maximum layer count in REXPaint!

I tried to load a file with 50 layers (which I made with REXSpeeder), and it didn't crash. One seems to be unable to edit any layer past the ninth, though.

I also noticed that if you load an image that already has more than 9 layers, you can keep adding layers to your heart's content. Whereas images created normally in REXPaint can't have more than 9 layers, even if you keep clicking the + button.

Perhaps extreme cases like these aren't your priority right now, but I just wanted to let you know.

4
Everything REXPaint / Re: REXSpeeder - a new C++ library
« on: May 24, 2016, 03:33:02 PM »
Thank you!

5
Everything REXPaint / REXSpeeder - a new C++ library
« on: May 23, 2016, 07:28:43 PM »
https://github.com/pyridine/REXSpeeder

I've made a C++ library that imports and exports REXPaint files.

I'm personally using it to load REXPaint art files to display in a game I'm working on, so I figured I should share it.

There's an existing C++ library that does this by GamePopper (and I am certainly indebted to him), but I wanted something that was simpler, faster, and more focused. REXSpeeder's now also one of the few existing libraries that support saving .xp files.

At the moment the library only supports Windows, as REXPaint is Windows-only.

Edit: Now supports Linux and Mac OS X thanks to TheBracket !

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