Tiny applications, is there a need for this in 2021

Started by byte, May 04, 2021, 01:09 PM

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byte

In my 6th rendition of my game engine, I finally sat down and wrote my own small implementation of opengl, the result was a stand alone application of only 40 kilobytes in size, able to load and display small .stl files and move them around and rotate the camera.

It kind of got me thinking how we are at the point where a primitive game with lousy graphics will end up being a few gigabytes, when with the right code it could be done in a few megabytes, even less. :rtfm:

TylerBeer

#1
While usually textures, I think it's external libraries that have to be brought in as whole for whatever reason,

byte

#2
Quote from: TylerBeer post_id=10678 time=1620177704 user_id=116While usually textures, I think it's external libraries that have to be brought in as whole for whatever reason,


Yeah, all the tutorials online show you how to use those libraries, but they aren't doing anything more than importing the function pointers from opengl.

On the windows side, you need to create a fake window and get the rendering context, then you get the function to load modern opengl context and use that in a new window, its a kind of convoluted process with purposefully obfusciated code.

I dont know how it works with d3d.

Its true textures could be heavy