D GUI Framework (responsive grid teaser)

Robert M. Münch robert.muench at saphirion.com
Thu May 23 16:36:17 UTC 2019

On 2019-05-23 07:28:49 +0000, Ola Fosheim Grøstad said:

> On Thursday, 23 May 2019 at 06:07:53 UTC, Robert M. Münch wrote:
>> On 2019-05-22 17:01:39 +0000, Manu said:
>>> I mean, there are video games that render a complete screen full of 
>>> zillions of high-detail things every frame!
>> Show me a game that renders this with a CPU only approach into a memory 
>> buffer, no GPU allowed. Total different use-case.
> I wrote a very flexible generic scanline prototype renderer in the 90s 
> that rendered 1024x768 using 11 bits each for red and green and 10 for 
> blue and hardcoded alpha blending. It provided interactive framerates 
> on the lower end for a large number of circular objects covering the 
> screen, but it took almost all the CPU.

When doing the real-time resizing in the screencast, the CPU usage is 
around 5% - 6%

Robert M. Münch
smarter | better | faster

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