And create single-pixel images. My most used application of Paint by far is creating single-pixel PNG files to work around the fact that "solid color" is not an option for lock/login screen backgrounds.
There's some suggestion there that shapes (including lines) are separate entities from pixels. Wikipedia references a now-deleted answers.microsoft.com version of the first question https://web.archive.org/web/20250203164656/https://answers.m... with a couple of people saying that resize is useless. Wiki also says "re-copied" images blur, which is why I wondered if that meant pasting. Also this: https://learn.microsoft.com/en-us/answers/questions/5673783/... a complaint that the tool for drawing pixels doesn't indicate exactly which pixel it will draw to.
I can't reproduce any of those issues. When drawing the indicator snaps to a pixel, so it's perfectly clear where it's going. When I draw a line, it's pixel-perfect when moving the control points, likewise after it finalises. And when I copy a section of the image and paste it back in, it's pixel-perfect as I move and when I finalise. There doesn't seem to be a true resize; all I seem to be able to do is change the size of the canvas, which doesn't add any kind of aliasing.
But I've only used the program for less than 5 minutes, so maybe it's configured differently?
I've been using Turbo Pascal and Turbo Assembler on real vintage hardware in my attempt to do the Roguelike Tutorial. I'm still getting to the point of finishing part 1 because I decided to go hard mode and use the graphics coprocessor to draw 16x16 tiles instead of text mode.
perhaps was 60hz interlaced. I had memories of my first CRT monitor only allowing to do 1024x768 in interlaced and doing a very obvious flickering. But was flicker free at 800x600 and lower resolutions.
You do want to simulate it, because it's the only way to preserve the original motion quality of games designed around a fixed 60 fps frame rate without changing the gameplay or adding latency.
Yup, definitely the Rust users who are toxic. Totally not the people going into every thread about Rust to tell everyone about how toxic Rust users are. Nope.
> Totally not the people going into every thread about Rust to tell everyone about how...
That's the kind of straw man I was talking about. Aggressive downvoting and being butthurt about the slightest criticism; that's not normal in other communities at all.
But it is true, you see way more comments complaining about "the toxic Rust community" than said toxic community itself. At some point it just becomes annoying and tiring...
In terms of "finished" projects, I wrote a program that generated new, empty, histories for Crusader Kings II. It could create new cultures, religions, and titles, and did a simple simulation of them spreading over the map.
I also wrote a server-side plugin for Assetto Corsa that monitored track limits, and could integrate into the program the league I was in used to find the pace of drivers for when we needed multiple servers.
In terms of "finished" meaning "I stopped working on it", I did write a compiler for a static concatinative language.
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