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Everything posted by tinyBigGAMES
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Here are a few recent projects I've created that might be useful to others: CScript: C99 Scripting Engine for Delphi 🅲🆂cript represents a sophisticated 🅲99 scripting engine meticulously crafted for experienced 🧑💻 Delphi developers. Leveraging the compact yet highly versatile TinyCC compiler, 🅲🆂cript seamlessly integrates ⚙️ dynamic backend code generation into the Delphi development environment. With 🅲🆂cript, Delphi developers can 🛠️ compile and execute 🅲 scripts at runtime, directly in 💾 memory, and generate output in the form of 🪟 Win64 executables (.exe), dynamic-link libraries (.dll), or 📂 object files (.obj). MemoryDLL: In-Memory Win64 DLL Loading & Execution for Pascal. The MemoryDLL unit provides advanced functionality for loading dynamic-link libraries (DLLs) directly from memory in Win64 environments. Unlike traditional methods that involve loading DLLs from the file system, MemoryDLL allows you to load DLLs from byte arrays 📂 or memory streams 💾, retrieve function addresses, and unload them—all in-memory. This library is ideal for Delphi/FreePascal developers who need to manage DLLs without relying on the filesystem, enhancing both performance ⚡ and security 🔒. PSFML: SFML for Pascal PSFML is a Pascal binding for the ⚡ Simple and Fast Multimedia Library (SFML), providing Pascal developers with a straightforward way to utilize SFML’s multimedia features directly in their projects. Whether building 🎮 games, 🤖 interactive applications, or 🎥 multimedia tools, PSFML integrates smoothly with SFML, bringing robust multimedia functionality to the Pascal ecosystem. Enjoy! 👀
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https://github.com/tinyBigGAMES/jetLua
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What if you wanted an even smaller Lua integration for Delphi? Just using stock Lua 5.4.7+, statically linked directly into your Delphi executable with no external overhead, and automatic registration of native Delphi routines, all in a single unit? Introducing Chandra - Lua Scripting for Delphi. A client needed a tiny, simpler, but capable Lua scripting solution than my recently released PLUA. The Chandra.o file (just Lua compiled into a single translation unit) is linked directly into Delphi via {$L Chandra.o} with ~600kb overhead. It can directly register published Delphi class methods via RTTI. Enjoy, happy coding! 👀 https://github.com/tinyBigGAMES/Chandra
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Hi, thanks! At the moment, I'm only targeting Windows. Mostly because much of that audience is on Windows. I won't rule out other platforms, however. The products that I create are for clients using Windows. The libs are open source so if anyone wishes to port to other platforms, go for it. Note that often, a library may take express advantage of a feature that is limited or unique to the Windows platform, however. In the case of games for example, the last time I looked at the Steam stats, the vast majority of users there are still on Windows. It's no debate that Windows still has the best development tools, and it is still much easier to release on it. But, like I said, I'm not against it per say, just that for me, in the current moment, I have no need or desire to release anywhere else.
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Here are a few more projects: PLUA: Lua for Pascal PLUA is a lightweight and powerful 📦 that integrates LuaJIT scripting into Delphi, enabling you to easily add a scripting layer to your Delphi apps. Whether you're building dynamic software 🖥️, adding mod support 🛠️, or simply looking for a way to make your apps more flexible and customizable, PLUA makes this possible through simple, straightforward APIs. CPas: Static C Libraries for Delphi A collection of hand-picked, high-quality C libraries, compiled into a single translation unit and seamlessly integrated into Delphi. This approach eliminates the need for external DLLs, runtime extraction, or loading them in memory, simplifying the development process and reducing potential compatibility issues, such as antivirus 🛡️ interference. Mamba Game Toolkit: Advanced 2D Game Library for Delphi. Mamba Game Toolkit (MGT) is a sophisticated yet easy-to-use 2D game development library for Delphi. Tailored to meet the needs of Windows developers, MGT offers a streamlined approach to building 2D games, focusing on simplicity, performance, and reducing external dependencies. With everything linked directly into the executable️, it eliminates the need for runtime DLLs, simplifying deployment and enhancing the overall stability and reliability of your projects. Enjoy! 👀
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Overview What if you were able to load and use C99 sources directly from Delphi? There is a vast quantity of C libraries out there and being able to take advantage of them, without being a pain would be nice. You could even compile a bunch of sources and save them as a library file, then load them back in from disk, a resource or even from a stream. You can get the symbols, map to a C routine, and execute from the Delphi side all from a simple API. Downloads Releases - These are the official release versions. Features Free for commercial use. Allow C integration with Delphi at run-time. Support Windows 64-bit platform. Support for C99. Fast run-time compilation. Can run C sources directly or compile to (.LIB, .EXE, .DLL). Library files can be loaded and used at run-time from a file, a resource or stream. Import symbols directly from a dynamic linked library (.DLL) or module-definition (.DEF) file. You can reference the symbols from Delphi and directly access their value (mapping to a routine and data). Your application can dynamically or statically link to CPas. Direct access to the vast quantity of C99 libraries inside Delphi. Minimum System Requirements Delphi 10 (Win64 target only) FreePascal 3.3.3 (Win64 target only) Microsoft Windows 10, 64-bits 20MB of free hard drive space How to use in Delphi Unzip the archive to a desired location. Add installdir\sources, folder to Delphi's library path so the CPas source files can be found for any project or for a specific project add to its search path. Add installdir\bin, folder to Windows path so that CPas.dll file can be found for any project or place beside project executable. See examples in installdir\examples for more information about usage. You must include CPas.dll in your project distribution when dynamically linked to CPas. See CPAS_STATIC define in the CPas unit file. See installdir\docs for documentation. A Tour of CPas CPas API You access the easy to use API in Delphi from the CPas unit. {.$DEFINE CPAS_STATIC} //<-- define for static distribution type { TCPas } TCPas = type Pointer; { TCPasOutput } TCPasOutput = (cpMemory, cpLib); { TCPasExe } TCPasExe = (cpConsole, cpGUI); { TCPasErrorMessageEvent } TCPasErrorEvent = procedure(aSender: Pointer; const aMsg: WideString); { Misc } function cpVersion: WideString; { State management } function cpNew: TCPas; procedure cpFree(var aCPas: TCPas); procedure cpReset(aCPas: TCPas); { Error handling } procedure cpSetErrorHandler(aCPas: TCPas; aSender: Pointer; aHandler: TCPasErrorEvent); procedure cpGetErrorHandler(aCPas: TCPas; var aSender: Pointer; var aHandler: TCPasErrorEvent); { Preprocessing } procedure cpDefineSymbol(aCPas: TCPas; const aName: WideString; const aValue: WideString); procedure cpUndefineSymbol(aCPas: TCPas; const aName: WideString); function cpAddIncludePath(aCPas: TCPas; const aPath: WideString): Boolean; function cpAddLibraryPath(aCPas: TCPas; const aPath: WideString): Boolean; { Compiling } procedure cpSetOuput(aCPas: TCPas; aOutput: TCPasOutput); function cpGetOutput(aCPas: TCPas): TCPasOutput; procedure cpSetExe(aCPas: TCPas; aExe: TCPasExe); function cpGetExe(aCPas: TCPas): TCPasExe; function cpAddLibrary(aCPas: TCPas; const aName: WideString): Boolean; function cpAddFile(aCPas: TCPas; const aFilename: WideString): Boolean; function cpCompileString(aCPas: TCPas; const aBuffer: string): Boolean; procedure cpAddSymbol(aCPas: TCPas; const aName: WideString; aValue: Pointer); function cpLoadLibFromFile(aCPas: TCPas; const aFilename: WideString): Boolean; function cpLoadLibFromResource(aCPas: TCPas; const aResName: WideString): Boolean; function cpLoadLibFromStream(aCPas: TCPas; aStream: TStream): Boolean; function cpSaveOutputFile(aCPas: TCPas; const aFilename: WideString): Boolean; function cpRelocate(aCPas: TCPas): Boolean; function cpRun(aCPas: TCPas): Boolean; function cpGetSymbol(aCPas: TCPas; const aName: WideString): Pointer; { Stats } procedure cpStartStats(aCPas: TCPas); function cpEndStats(aCPas: TCPas; aShow: Boolean): WideString; If you want CPas to be statically bound to your application, enable the {$CPAS_STATIC} define in the CPas unit. How to use A minimal implementation example: uses System.SysUtils, CPas; var c: TCPas; // CPas error handler procedure ErrorHandler(aSender: Pointer; const aMsg: WideString); begin WriteLn(aMsg); end; begin // create a CPas instance c := cpNew; try // setup the error handler cpSetErrorHandler(c, nil, ErrorHandler); // add source file cpAddFile(cp, 'test1.c'); // link and call main cpRun(cp); finally // destroy CPas instance cpFree(c); end; end. Compatibility These are some libraries that I've tested. If you have tried more, let me know and I can add them to the list. miniaudio (https://github.com/mackron/miniaudio) raylib (https://github.com/raysan5/raylib) sfml (https://github.com/SFML/CSFML) stb_image (https://github.com/nothings/stb) stb_image_write (https://github.com/nothings/stb) stb_truetype (https://github.com/nothings/stb) stb_vorbis (https://github.com/nothings/stb) Media ❤ Made in Delphi
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Latest update: - Added miniaudio
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Using the new Clang based C++ Builder (win64 modern platform), which can compile more C/C++ code than it could in the past, which means it is more likely to be able to compile your favorite C library. You compile the code to generate .o files, which Delphi can consume with {$L unit1.o} for example. I have a unit called CPas.CRuntime that references all the missing c runtime routines that the C lib may reference and thus allow Delphi to compile and use the static C library. Continue to update CPas.CRuntime as you encounter references that you may need. I have included a far bit already. “Now you can link in static C libs directly into Delphi:” means you can take your favorite C lib, such as sqlite and link inside the EXE vs calling it from a DLL. I have sqlite3 as an example in the repo. Not all of them will be possible, but you should be able to do more with the new tool chain than you ever could before. This does require 12.1+
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Ok, I've revived this project. Now you can link in static C libs directly into Delphi: tinyBigGAMES/CPas: Static C Libraries for Delphi (github.com)
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Dllama, a simple and easy to use library for doing local LLM inference directly from Delphi (any language with bindings). It can load GGUF formatted LLMs into CPU or GPU memory. Uses Vulkan back end for acceleration. Simple Example uses System.SysUtils, Dllama, Dllama.Ext; var LResponse: string; LTokenInputSpeed: Single; LTokenOutputSpeed: Single; LInputTokens: Integer; LOutputTokens: Integer; LTotalTokens: Integer; begin // init config Dllama_InitConfig('C:\LLM\gguf', -1, False, VK_ESCAPE); // add model Dllama_AddModel('Meta-Llama-3-8B-Instruct-Q6_K', 'llama3', 1024*8, '<|start_header_id|>%s %s<|end_header_id|>', '\n assistant:\n', ['<|eot_id|>', 'assistant']); // add messages Dllama_AddMessage(ROLE_SYSTEM, 'you are Dllama, a helpful AI assistant.'); Dllama_AddMessage(ROLE_USER, 'who are you?'); // display the user prompt Dllama_Console_PrintLn(Dllama_GetLastUserMessage(), [], DARKGREEN); // do inference if Dllama_Inference('llama3', LResponse) then begin // display usage Dllama_Console_PrintLn(CRLF, [], WHITE); Dllama_GetInferenceUsage(@LTokenInputSpeed, @LTokenOutputSpeed, @LInputTokens, @LOutputTokens, @LTotalTokens); Dllama_Console_PrintLn('Tokens :: Input: %d, Output: %d, Total: %d, Speed: %3.1f t/s', [LInputTokens, LOutputTokens, LTotalTokens, LTokenOutputSpeed], BRIGHTYELLOW); end else begin Dllama_Console_PrintLn('Error: %s', [Dllama_GetError()], RED); end; Dllama_UnloadModel(); end.
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dllama Dllama - Local LLM inference Library
tinyBigGAMES replied to tinyBigGAMES's topic in I made this
It evolved into tinyBigGAMES/LMEngine: Local LLM Inference (github.com) for Vulkan based GPUs and tinyBigGAMES/Infero: An easy to use, high performant CUDA powered LLM inference library. (github.com) for CUDA GPUs. More stable and supports using up to full model context if you have the resources on your device. -
Hi, for now yes. I may revisit it in the near future.
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Integrate with OpenAI's ChatGPT API seamlessly from Delphi. Features Easily access the GPT API from a single class Supports both GPT3 and GPT4 models API key can be read from ChatGPTApiKey environment variable if defined Automatically sanitizes input to minimize errors Ability to define proxy settings Adjust personality response with a precision range of 0-1, from precise to creative Stream responses just like in the ChatGPT web interface Usage Get your API Key: https://platform.openai.com/account/api-keys Define environment variable ChatGPTApiKey and assigned your API key. You may have to reboot your machine for it to take effect. // Basic example showing how to query ChatGPT uses AskChatGPT; var LChat: TAskChatGPT; begin LChat := TAskChatGPT.Create; try // set chat params LChat.Model := GPT3; // use the GPT3 model, or GPT4 for the GPT4 model LChat.Creative := 1; // 0-1, 0 being most percise and 1 being most creative // ask question LChat.Question := 'What is Delphi?' // print question PrintLn('Q: %s', [LChat.Question]); // process and print response if LChat.Process then PrintLn('A: %s', [LChat.Response]); finally LChat.Free; end; end; Media Download https://github.com/tinyBigGAMES/AskChatGPT
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Delphi 11.3 unusable due to full-build-requiring onslaught of F2084 "Internal Compiler Errors" from minor source modifications
tinyBigGAMES replied to PaulM117's topic in Delphi IDE and APIs
1. If you have not done so, make sure you have excluded all Delphi related folders + your project folders from real-time virus scanning 2. ASLR is enabled by default so there may be places in your code that are now suddenly invalid whereas it worked perfectly before. There may be places where you must use NativeInt/NativeUInt instead for example. So, check for ASLR related issues that may exist in your code base. After doing the above, the constant AVs and crashes diminished for me. -
Best Practice Question: Bidirectional EXE-to-EXE communication
tinyBigGAMES replied to Alexander Halser's topic in RTL and Delphi Object Pascal
Quick and dirty example using CreateFileMapping IPCTest.mp4 IPCTest.zip -
Best Practice Question: Bidirectional EXE-to-EXE communication
tinyBigGAMES replied to Alexander Halser's topic in RTL and Delphi Object Pascal
lol, I will assume that you never used CreateFileMapping? So, with just three calls with no other dependencies, you can setup IPC between EXEs. With just two calls you can allocate virtual memory into the address space of your EXE or those same calls with different parameters, you can map a large file into your EXE address space and access it as it was contiguous memory. The power of CreateFileMapping at your disposal. Why does it need to overlay complicated? -
Best Practice Question: Bidirectional EXE-to-EXE communication
tinyBigGAMES replied to Alexander Halser's topic in RTL and Delphi Object Pascal
CreateFileMapping, shared memory between processes. Creating Named Shared Memory - Win32 apps | Microsoft Learn -
SDL3 for Pascal If you want to get your hands dirty and directly use the new SDL3, I got you covered. 😎 Add SDL3 to your uses statement and it will be linked into your executable with direct access, no DLLs to maintain. You also get miniaudio (for audio), Nuklear (for GUI), pl_mpeg (for video) and stb (for images & fonts) and more. Added a contrib folder and accepting PRs, if you wish to add a contribution. To start the ball rolling, I added ziparc archive utility for making standard password protected zip archives, using zlib/minzip from SDL3pas only. Enjoy! https://github.com/tinyBigGAMES/SDL3
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GamePascal™ is a professional indie game toolkit that allows you to do 2D game development using the Object Pascal language. Officially supporting Embarcadero Delphi® and FreePascal compilers on desktop PC's running Microsoft Windows® and uses Direct3D® for hardware accelerated rendering. It's robust, designed for easy use and suitable for making all types of 2D games and other graphic simulations. You access the features from a simple and intuitive API, to allow you to develop your projects rapidly and efficiently. There is support for textures, audio samples, streaming music, video playback, loading resources directly from a compressed and encrypted archive, a thin object-oriented actor/scene system, collision detection and much more. GamePascal, make 2D games in Pascal. Easy, fast & fun! https://gamepascal.org
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Hi, thanks. Oh no worries, I welcome all feedback. I just committed a huge update to the repo today with all of that and more. There is a new unit GamePascal.Framework, there is a new class TGame that you can derive your games from with all of what you suggested built in. TGame, TActor, TActorList, TActorScene together allow you to have a dynamic and responsive OOP system to manage your game. All the examples have been updated to take advantage of this.
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I'm working on this demo, which will be in the next update.
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Also, you can always spin up a TCompiler instance (see GPCC if you want to play around with it now) and compile your source standalone via the built-in CaaS (compiler as a service). There will be more information/examples about CaaS in future releases. The allows for the move toward a standalone game engine/ide environment in the future.
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Point taken.
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GVExamples in the distro (unzip and run). This is just v0.1.0, more examples and features coming in subsequent releases. GV was folded into DGK when I switched to SDL2 and it optimized for more recent versions of Delphi. GPT uses SDL3, it is designed to work on more compiler/windows versions and will have more/advanced features that will eventually be included. Will not be hampered by limitation of a compiler version not having feature X which prevents you from using it. As long as your compiler version can target win64 and have Unicode, then it should be able to work.
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Put in a .bat file and then call the .bat file from the post build event.