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Although the objectives of the TextureMind Framework were clear from the outset, the project has constantly expanded without defined boundaries.
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GPU-accelerated path (or VG) rendering is one of the features missing from modern graphics libraries, which allow polygons rasterization but not shapes composed of curves.
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The current framework has gone through many versions over the years.
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I'm working on a development plan to remove two major dependencies from my framework: Cairo and ShaderC.
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The entire framework has been ported to Emscripten.
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Over the last 6 months, there have been some major changes in my work and project roadmap.
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The framework has seen many advancements over the years: improved Wayland support on Linux; a 3D engine on Raspberry Pi 5; hardware video encoding/decoding on MacOS; and improved file system management.
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Writing an isometric engine in pure 2D was one of the first engines I made when I was 19 years old, back in 2001.
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The game is a Super Stardust remake with modern GPU graphics, it will be created with TextureMind Framework and it will be compatible with Windows, Linux and MacOS.
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2025 is coming to an end.
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2025 has been for sure the year of cross-platform porting.
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The entire framework has been ported to MacOS in about two weeks.
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After a general review of all the math algorithms and basic geometries, I have implemented procedural generation of most geometric primitives, including Cube, Rounded Cube, Sphere, Torus, Cone, Cylinder, Arc, Plane and more.
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I am happy to announce that TextureMind Framework has recently been completed and reached version 1.0.
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After considerable effort, I managed to extend the number of Linux distributions supported by TextureMind Framework and all the applications built with it, including DWorkSim and TMD.
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I have news about recent development of TextureMind and its projects.
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As I promised, today I released the very first version of TextureMind Desktop.
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This release will be just a beta version with a simple implementation of the TMD protocol.