It's been a while since I've made a blog post, but I'm still plugging away on Liquid Studio! I've fixed a slew of bugs and memory leaks, and have pretty much finalized the class architecture and language. I've also scripted a Graphic User Interface that can be used (and modified) in your Apps. Overall, Liquid Studio is finally maturing to the point where it can be used for real world programs and applications, at a fraction of the effort required to make traditional Windows applications.
The next version will be posted on June 1, 2017. At that point I plan to open the Forums on the website and to start advertising to draw some traffic to the site (I realize that there is virtually no one out there reading this yet, as I haven't pushed the website at all). Stay tuned!
Turns out I was able to get the FreeType open source library working after all (special thanks to the excellent website https://learnopengl.com/ for their outstanding modern OpenGL tutorials). The result is very high quality font support for a variety of font formats (TrueType, OpenType, and many more).
Text has never looked better!
I made considerable progress this week in upgrading the font capabilities of Liquid Studio. Gone are the Banner and MonoSpacedFont classes (which served a purpose during development, but are now no longer needed). They've been replaced with a much improved Font class that can load proportional spaced or fixed width TrueType fonts, and a Text class that can render any string of characters using any font. Since the Text class extends the GEL class, text can be tinted, blended, moved, rotated, and scaled like any other GEL.
I tried several different approaches, using both GDI+ and GDI to render the fonts. In the end I settled on GDI+ for font rendering. While not perfect, it is consistent, and that's key. In the future, I would like to explore using the excellent FreeType open source library to render text, but information on how to use was hard to come by online, so that will have to wait for a future version.
I should have a new version of Liquid Studio with the enhancements to fonts posted in the next day or two.
I've posted the source code for Liquid Player on GitHub, under the GPLv3 open source license. Using GitHub will make it much easier for people to download a ready to build solution for Visual Studio 2015, as well as track changes and issues as the code matures. Visit the Download page to access.
I've created a new installer for Liquid Studio. I didn't have much success with InstallShield (it kept locking up, would not put things where they were supposed to go, etc.) so I made the switch to InnoSetup. What a difference! InnoSetup could not have been easier, and the installer works exactly as expected.
Visit the Download page to download the Windows installer for Liquid Studio.
Hello and welcome! I am pleased to announce the first official release of Liquid Studio, a programming language I created to make coding quick, simple, easy to learn, and fun. Liquid Studio includes a robust framework to quickly manage data, create 2D and 3D graphics, animation, sound effects, and music, so you can do everything from rapidly prototype new ideas to creating full blown applications.
Programs and applications written in Liquid Studio run in a sand-boxed virtual machine called Liquid Player. This means that a Liquid Studio program will run on any platform that supports Liquid Player. Best of all, Liquid Player is open source, so it can be ported to almost any environment.
I still have a ton of work to do. The documentation is incomplete, and there is no proper installer at the moment. All of this will come in time, but I had committed to myself to release on March 1, 2017, so I felt it best to release what I have and build on it in the months ahead.
I hope you enjoy using Liquid Studio as much as I enjoyed writing it! Please leave me feedback if you have any questions, comments, or suggestions.
Code hard and live easy! Peace!