Difference between revisions of "Windows"

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== Introduction ==
 
== Introduction ==
Wanting to start sizecoding on a Windows platform in this day and age can be overwhelming
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Wanting to start sizecoding on a Windows platform in this day and age can be overwhelming.
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This category is dedicated to modern Tiny Intro development for Windows/Win32, which consist of a small OpenGL/D3D/DX Framework, a softsynth  and 1 or more pixelshaders. To keep things concise and undestandable, the information in these wiki pages is very much targeted specifically to the windows platform with shaders on modern graphics API's. You won't be discussion legacy mesh techniques as few 4k intros make use of those techniques anymore.
  
 
Also, targetting different sizes can have vastly different approaches, which is why we divided this part of the wiki
 
Also, targetting different sizes can have vastly different approaches, which is why we divided this part of the wiki

Revision as of 13:33, 14 April 2024

Introduction

Wanting to start sizecoding on a Windows platform in this day and age can be overwhelming.

This category is dedicated to modern Tiny Intro development for Windows/Win32, which consist of a small OpenGL/D3D/DX Framework, a softsynth and 1 or more pixelshaders. To keep things concise and undestandable, the information in these wiki pages is very much targeted specifically to the windows platform with shaders on modern graphics API's. You won't be discussion legacy mesh techniques as few 4k intros make use of those techniques anymore.

Also, targetting different sizes can have vastly different approaches, which is why we divided this part of the wiki into several size categories:

Windows size coding

  • Windows Tiny Intro - Windows tiny intro development (256 and 512 bytes)
  • 1K Intro - 1K shader-based windows intro development
  • 4K Intro - 4K shader-based windows intro development

General Resources