Tag Archives: FOSS

64x64x16colours (Sweetie16) PixelArt with Pixelorama “β-karoten – We know whom will be eat”

→ Version en français ici

β-karoten - We know whom will be eat

I participated to the LoveByte Battleground demoparty> that runned this week-end, by posting a drawing last week. Sadly/funnily , there was few mistake ^^:
* I made a 64×64 pixels picture instead of a 128×128 one. The palette for the competition was 16 colours Sweetie16 (the default one on FOSS, TIC-80 fantasy console (Source code)).
* My second mistake is I’ve uploaded a first version, and few hours later another one using (FOSS) source code) on Debian on (FOSH) RISC−V (Specifications, there are lot of free or not implementations) emulator of FOSS Qemu (Source code, Git instance), the first upload worked fine but the second one didn’t work (maybe because my installation of Netsurf doesn’t manage javascript)^^. I also performed in a livecoding match (256 bytes and 25 minutes limits). Result of my poor production, Commented Live coding session record.

This is made with FOSS Pixelorama (Source code), itself made on FOSS Godot game engine (Source code). I use FOSS Arch Linux OS. Also made a ArchLinux AUR package pixelorama-git after pixelorama package (for git version, I would like to use v0.9, still not out, only v0.8 was available). There are pixelorama package (last stable, compiling from source), and pixelorama-bin package (from developers binary tarball). Pixelorama is a Pixel art picture and animation editor. I believe I discovered Pixelorama thanks to blog Librearts.org.

The name is “β-karoten – We know whom will be eat”.

Pixelorama editor screenshot
Screenshot of Pixelorama

Lua, TIC-80, LÖVE,etc: Introduction to particles systems and games

Version en français ici
default code in TIC-80

A good language for easily developing games, interactive content and procedural art is Lua scripting language. This is a simple functional language with some limited oriented object language features. It is, due to its simplicity and bytecode compiling at start by default, one of the lightest and fastest script language. Some integrations like LÖVE media/games engine and API (very powerful), and TIC-80, that is more limited fantasy-computer inspired first by PICO-8 (also use Lua). They allow quick prototyping, for a final product in the same language or a later port in another language. Lua is also used as plug-in systems language, in lot of games, and tools, including desktop applications (like Blender), web application (like MediaWiki behind Wikimedia) or embedded world. In this domain, popular and open-source drone board control BetaFlight or Open-TX open source radio-command for commands like Taranis one. There is a complete online documentation of Lua on the official website. It is possible to embbed C libs/function in Lua programs with libffi. It as been created first for Python, CFFI, and there is FFI support for PHP too now. It also possible to embed Lua scripts in C program. I also just discovered when I wrote this article (thanks to the author of TIC-80, that there is also PicoC, a simple C language interpreter that so allow to control more finely/low level data structures. The binary size is about the same than Lua interpreter.

An interactive demo of how trigonometric functions workSo, after few years of looking time to time this language and tools, I started to play a bit more in end of 2020, and in few month I can said I made lot of progress in real-time programming. Doing and even finishing light games. I Needed to study again basic trigonometry (follow link for a simple interactive explanation), basic vector algebra and few other mathematics fun things, that I personally consider like puzzles games.

Banner of Falacy Gorx, pseudo 3d game, using lot of tables
I also wrote a short making-off article on itch.io in march, 2021, during a game jam competition (instead of coding ^^). All of this motive me to write more articles tutorials about real-time/vector and procedural generation programming. I will try to write a series explaining methods I used. I will try to keep it as simple as possible to everyone, but some basic knowledge in general programming and mathematics could help a lot in this field as in life in general.

So I start with a short introduction about what I use the most in my development, arrays of elements and some randomness:
* Tables and their common basic management related to animation logic
* Creating a table
* Procedural generation of the content of a table
* A simple example for cleaning a table
* Variation and cleaning of table depending on tests
* Compacting code a bit
* Procedural generation of the content of a table
* Simple graphic particle system example

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Android without Google and GNU/Linux with APK

Content

* GNU/Linux on your phone now
* GNU/Linux with Android APK compatibility layer
* Managing APK of a device
** Listing APK installed on the device
** Dumping an APK installed on the device
** Installing an APK onto the device from the computer
** Removing closed source spywares from your current Android system as a transition phase

Android will move from Linux kernel and open specs APK format to a more closed package format and to their closed source Fuschia kernel going away from Free Open Source software (FOSS) that make Google, Android, ChromeOS grow, but also that are used on most of the internet servers, on most of supercomputer in the world, on most spacecrafts, on most internet boxes, TVboxes, etc…

You can easily remove any package of your Android device, ever without root access, using adb from your computer (see full article for more details):

adb shell pm list packages
adb shell pm uninstall --user 0 com.google.android.gm

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