Convert all software images to webp

This commit is contained in:
Joshua Goins 2022-09-14 11:13:34 -04:00
parent 1a0decb374
commit 4cfea347ae
30 changed files with 9 additions and 9 deletions

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@ -20,7 +20,7 @@ Basic Chip-8 emulator.
This is my first ever (working) emulator, of the simple CHIP-8 system. I'm pretty proud of this, because apart from the sprite collision logic I was able to implement most of the opcodes just looking at a basic overview of the instruction set. This is my first ever (working) emulator, of the simple CHIP-8 system. I'm pretty proud of this, because apart from the sprite collision logic I was able to implement most of the opcodes just looking at a basic overview of the instruction set.
![Screenshot of breakout](output.png) ![Screenshot of breakout](output.webp)
Technically, this implements the SCHIP type of instructions but can still play many of the ROMs you can find online. I also added a cute debugger window and a memory viewer. The emulator also comes with a built-in deflicker for the display. Technically, this implements the SCHIP type of instructions but can still play many of the ROMs you can find online. I also added a cute debugger window and a memory viewer. The emulator also comes with a built-in deflicker for the display.

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@ -19,6 +19,6 @@ Local booru for macOS and iOS devices.
I had always wanted to build a local booru application, especially for Apple devices. This was also an experiment in Mac Catalyst, which released the same year. I had always wanted to build a local booru application, especially for Apple devices. This was also an experiment in Mac Catalyst, which released the same year.
![Screenshot of the main user interface](showcase.png) ![Screenshot of the main user interface](showcase.webp)
This utilizes UIKit for it's GUI, and uses Apple's own Core Data framework to actually build relationships between tags, images, etc. To run on macOS, it uses Mac Catalyst. The actual functionality of this is incredibly basic, but it does work! This utilizes UIKit for it's GUI, and uses Apple's own Core Data framework to actually build relationships between tags, images, etc. To run on macOS, it uses Mac Catalyst. The actual functionality of this is incredibly basic, but it does work!

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@ -19,7 +19,7 @@ Game engine utilizing Vulkan and Qt.
Following up [XT]({{<ref XT>}}), this was my first adventure into Vulkan - which was a relatively new API at the time. This is an extremely old project, but this is where the majority of my Vulkan knowledge was born from. Unlike some of my older projects I've recovered recently, this one actually has **all** of my commit history intact! Following up [XT]({{<ref XT>}}), this was my first adventure into Vulkan - which was a relatively new API at the time. This is an extremely old project, but this is where the majority of my Vulkan knowledge was born from. Unlike some of my older projects I've recovered recently, this one actually has **all** of my commit history intact!
![Screenshot of the example application](screenshot.png) ![Screenshot of the example application](screenshot.webp)
This features things such as: This features things such as:
* Working depth of field pass utilizing near and far fields. * Working depth of field pass utilizing near and far fields.

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@ -19,7 +19,7 @@ Cross-platform game engine specializing in the real-time rendering of physically
<!--more--> <!--more-->
--- ---
![PCSS in action](pcss.png) ![PCSS in action](pcss.webp)
This engine is the summation of all of my graphics developer knowledge. The list of features is not limited to: This engine is the summation of all of my graphics developer knowledge. The list of features is not limited to:

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@ -17,7 +17,7 @@ CPU raytracer.
This is a CPU-based raytracer, and also my first! This features things such as: This is a CPU-based raytracer, and also my first! This features things such as:
![Screenshot of a raytraced Suzanne](output.png) ![Screenshot of a raytraced Suzanne](output.webp)
* Naive multi-threading support based on tiles and utilizing C++ futures. * Naive multi-threading support based on tiles and utilizing C++ futures.
* Ability to load arbitrary OBJs and render them. * Ability to load arbitrary OBJs and render them.

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@ -18,7 +18,7 @@ Rogue-like game with a couple of interesting features.
This is my attempt at building a rogue-like game for the first time, but I'm pretty happy with it's feature set. The whole thing is still full of programmer art. This is my attempt at building a rogue-like game for the first time, but I'm pretty happy with it's feature set. The whole thing is still full of programmer art.
![Screenshot of one the game areas](screenshot.png) ![Screenshot of one the game areas](screenshot.webp)
For example, it features **multiplayer** that is actually turn-based but does function! There's also a dynamic lighting system that can be interacted with in-game by picking up or throwing a torch - for example. For example, it features **multiplayer** that is actually turn-based but does function! There's also a dynamic lighting system that can be interacted with in-game by picking up or throwing a torch - for example.

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@ -19,6 +19,6 @@ I was super interested in Matrix back in 2018, and thus
was determined to create a client similar to Discord that was determined to create a client similar to Discord that
could help users who were looking for a similar experience. Trinity was born, and I learned a ton about the Matrix specification and Qt/QML development from this project. could help users who were looking for a similar experience. Trinity was born, and I learned a ton about the Matrix specification and Qt/QML development from this project.
![Screenshot of the main user interface](screenshot.png) ![Screenshot of the main user interface](screenshot.webp)
Unfortunately I could only recover an older version of the source code, but it's still completely functional today. However, The commit history is wiped clean. It used to feature some stuff that didn't exist in some of the most popular Matrix clients back then, such as audio/video calling (using WebRTC) and custom emotes. Unfortunately I could only recover an older version of the source code, but it's still completely functional today. However, The commit history is wiped clean. It used to feature some stuff that didn't exist in some of the most popular Matrix clients back then, such as audio/video calling (using WebRTC) and custom emotes.

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@ -18,7 +18,7 @@ Fire Emblem clone for a course final project.
A Fire Emblem clone using libGDX and Java. This is for a course final project, and it features stuff like: A Fire Emblem clone using libGDX and Java. This is for a course final project, and it features stuff like:
![Screenshot of the main (and only) game area](screenshot.png) ![Screenshot of the main (and only) game area](screenshot.webp)
It features: It features:
* Proper A* navigation for enemies, and is also player unit pathing. * Proper A* navigation for enemies, and is also player unit pathing.

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@ -16,7 +16,7 @@ My first OpenGL based game engine.
This was one of my first custom game engines, and my first foray into using OpenGL for a serious project. Unfortunately, I have lost all of the source code, but the image below is what I was able to save from a dear imgui screenshot thread. This was one of my first custom game engines, and my first foray into using OpenGL for a serious project. Unfortunately, I have lost all of the source code, but the image below is what I was able to save from a dear imgui screenshot thread.
![Screenshot of XT, containing the editor](screenshot.png) ![Screenshot of XT, containing the editor](screenshot.webp)
From what I remember, it had the following features: From what I remember, it had the following features:
* Custom editor using dear imgui * Custom editor using dear imgui

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