I did not try Vulkan yet, but I read a lot about it. More control and so on.
And a unified API for both mobile and desktop. Even more things that you can do
wrong and get a black screen without feedback is not really somethign I am
looking forward to. My library is trying to get exactly this par
Yes, I already saw your nice OpenGl work (and also that of other Nim
developers) and it would be some fun doing some OpenGl coding. But I have no
experience with OpenGl yet, and playing chess with a 3D view is harder than
plain 2D.
What do you think about the new Vulkan API? There was a Nim wra
You could write a nice 3D renderer for the game
state, with this library:
[https://github.com/krux02/opengl-sandbox](https://github.com/krux02/opengl-sandbox)
But be aware I did not define a fixed mesh format nor an _.obj_ loader because
of it. So the initial renderer would use cones and sph
Version 3 is now available!
[https://github.com/StefanSalewski/nim-chess3](https://github.com/StefanSalewski/nim-chess3)
Ram usage is reduced to about 340 MB, and I tried some other improvements.
Not much tested yet.
Nimble install is still not possible, but for Linux a copy and past of the
pr
Nim chess 2 is now available in version 0.3.
[https://github.com/ngtk3/nim-chess2](https://github.com/ngtk3/nim-chess2)
Memory usage is reduced by a factor of two, so that playing on a laptop with
only 2 GB is really no problem. And endgame is improved, even king vs
king/bishop/knight should wo
As Flyx reported in IRC, unfortunately this chess game does not work on mac OSX
currently, lib gobject can not be loaded. For windows it may work, but
installing GTK3 developer files on windows seems to be hard for some people
still.
@RPG
Nimble install for GTK3 related package does not work c
Don't forget link-time-optimizations. Turning those on tends to make code quite
a bit smaller.
> Good job, but why are you inlining every single procedure?
>
>> My observation was some time ago, that inline pragma gave advantages.
This is definitely because Nim still doesn't know about static keyword and
compiler generates less effective code. This is why inline helps much.
I hope C backe
Thank you all for testing.
I have just fixed position values for knight vs bishop, so total value of these
two is really equal in average. And I scaled the total position values, so
computer may in very rare cases give away a pawn for a very good position.
@dom
So what is your advice concernin
Your compilation instructions would probably be nicer if, instead of depending
on absolute paths and symlinks, there would be a Makefile like this:
board: board.nim engine.nim
nim c -p:../nim-gio/src -p:../nim-atk/src -p:../nim-glib/src
-p:../nim-gdk3/src -p:../nim-gtk3/src
Good job, but why are you inlining _every_ **single** procedure?
Yeap, I agree. Very nice job !
Random observation: the exe size of this chess game is **35,828 bytes** (with
nim --d:release --opt:size and then upx -9qqq --ultra-brute) (not counting the
UI dynamic libraries).
This of course is [no
record](https://en.chessbase.com/post/the-world-s-smallest-chess-engines), but
still pretty
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