I once had it create a hash table based on the colours rounded to a lower bit depth, to palettize very quickly. It might be good for "preview" palettization, though it still takes a while to generate the hash table (it could be stored on disk, though).
Baker wrote:@Sajt ... I really like the way you code. Ended up browsing through GoldQuake a bit too looking at the extensions you added, etc. And was curious about the tint thing.
QWalk is not unusual for my style: inconsistent, incomplete and riddled with FIXME comments. Also, because this is the Nth time I've implemented things like file loading and buffered writing (not to mention model and image loading) in my Nth project, I might have gotten bored or lazy at some point this time around and messed something up. Well, I wouldn't have thought that when I released it, but now it's been so long since I've looked at it that I'm pretty sure it's rotted a fair bit.
My current project (since Feb 2010) is a cross-platform "backend" which takes care of the memory wrappers, file system, buffered i/o streams, resource manager, parser of whitespace-delimited text (like a better more generic COM_Parse), string functions, as well as full game networking layer... and a whole new UnrealScript-like scripting language. All stuff that could be used to power a 3D game, a 2D game, or just an application, or anything in between. (There are also optional modules, like image loaders/savers/processing, a sound system, and in the future a scripted GUI thing.) I still don't know if/when I'll open source it. But this is why I haven't touched QWalk recently. I finally issued myself an ultimatum: I would code certain fundamental things once more, then never again. I've always planned on doing a second version of QWalk, on top of this backend layer, which will make it a lot nicer.
(By the way, they are all things I've done before, even the scripting language, but none of it has ever been polished. Anyway, it's all been rewritten for this. My current progress is that everything is basically done except the script interpreter, which is quite trivial. Then come at least some months of fixing FIXMEs and general polishing. Then convincing myself that I should open source it right away.)
Oops.. sorry. This is a Makaqu thread. Carry on.