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		<title>Pascal Game Development</title>
		<link>http://www.pascalgamedevelopment.com/</link>
		<description>Independent game development with Pascal and Object Pascal language tools.</description>
		<language>en</language>
		<lastBuildDate>Wed, 22 May 2013 00:45:54 GMT</lastBuildDate>
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		<ttl>60</ttl>
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			<title>Pascal Game Development</title>
			<link>http://www.pascalgamedevelopment.com/</link>
		</image>
		<item>
			<title>How to design pixel-perfect graphics and UI layouts on Android devices?</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?20376-How-to-design-pixel-perfect-graphics-and-UI-layouts-on-Android-devices&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 10:37:02 GMT</pubDate>
			<description><![CDATA[Hi guys, as you might already know, WILL and I have been recoding and developing his "Subject 33" project (see below):...]]></description>
			<content:encoded><![CDATA[<div>Hi guys, as you might already know, WILL and I have been recoding and developing his &quot;Subject 33&quot; project (see below):<a href="http://www.pascalgamedevelopment.com/showthread.php?2970-Subject-33-Restarted" target="_blank"><br />
http://www.pascalgamedevelopment.com/showthread.php?2970-Subject-33-Restarted</a><br />
<br />
One issue we have come across is how on earth do we deal with Android devices and their differing resolution sizes+screen DPIs when trying to design graphics and layouts - Google doesn't want people to think in pixels, but device independend pixels (DPs), and we can't seem to think in this mode yet :(<br />
<br />
We have been banging our heads around the concepts, and we are struggling to work out how we can design some control layouts for a game on different resolutions so that they don't obscure the game maps, etc. in the game.<br />
<br />
We have designed some layouts for 800x480, 1024x800 (I think), and one other...but we don't know how they will work on devics that don't match those resolutions :(<br />
<br />
Are there any Android developers here who might be able to help explain to us how we can do this?<br />
<br />
<b>EDIT</b>: we are using Oxygene for Java + libgdx at the moment, hence me posting here :)<br />
<br />
cheers,<br />
Paul</div>

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			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?46-Graphics">Graphics</category>
			<dc:creator>paul_nicholls</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?20376-How-to-design-pixel-perfect-graphics-and-UI-layouts-on-Android-devices</guid>
		</item>
		<item>
			<title>2d level editor and tiler open souce</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?20177-2d-level-editor-and-tiler-open-souce&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 14:10:12 GMT</pubDate>
			<description>hi folks , this is my new project. 
for  my projects i need one  tiler and one object placer and with this in mind e try to make my level editor 
i...</description>
			<content:encoded><![CDATA[<div>hi folks , this is my new project.<br />
for  my projects i need one  tiler and one object placer and with this in mind e try to make my level editor<br />
i made this fast and dirty ;)  don't expect one  big project but for what I want is very useful ;)<br />
<br />
<a href="https://www.youtube.com/watch?v=voSPSi0_Pz4" target="_blank">https://www.youtube.com/watch?v=voSPSi0_Pz4</a><br />
<a href="https://www.youtube.com/watch?v=Eo4UP8C8o88" target="_blank">https://www.youtube.com/watch?v=Eo4UP8C8o88</a><br />
<br />
source : <a href="https://github.com/akadjoker/world_2d_editor" target="_blank">https://github.com/akadjoker/world_2d_editor</a></div>

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			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?16-Your-Projects">Your Projects</category>
			<dc:creator>djoker</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?20177-2d-level-editor-and-tiler-open-souce</guid>
		</item>
		<item>
			<title>BeRoDDS - A tiny DDS loader with mipmap level support</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?20176-BeRoDDS-A-tiny-DDS-loader-with-mipmap-level-support&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 11:56:59 GMT</pubDate>
			<description><![CDATA[What i've did for PNG, I've that too for DDS :) I did it mainly for my BRTECH1 engine. 
 
You can download it at...]]></description>
			<content:encoded><![CDATA[<div>What i've did for PNG, I've that too for DDS :) I did it mainly for my BRTECH1 engine.<br />
<br />
You can download it at <a href="http://rootserver.rosseaux.net/stuff/BeRoDDS.pas" target="_blank">http://rootserver.rosseaux.net/stuff/BeRoDDS.pas</a><br />
<br />
The output data format of the LoadDDSImage function is always RGBA32, even when the DDS was DXT1-DXT5 or whatever encoded, for simplify to the loading of DDS files on the API-side.<br />
<br />
And it can load only 2D DDS images, no 3D DDS images etc.</div>

]]></content:encoded>
			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?16-Your-Projects">Your Projects</category>
			<dc:creator>BeRo</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?20176-BeRoDDS-A-tiny-DDS-loader-with-mipmap-level-support</guid>
		</item>
		<item>
			<title>My voxel editor</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19861-My-voxel-editor&amp;goto=newpost</link>
			<pubDate>Wed, 08 May 2013 14:46:45 GMT</pubDate>
			<description>Title say it all. 
A simple voxel editor I wrote some weeks ago, upgraded last few days to import kvx files (the build engine voxel format). This...</description>
			<content:encoded><![CDATA[<div>Title say it all.<br />
A simple voxel editor I wrote some weeks ago, upgraded last few days to import kvx files (the build engine voxel format). This project started as a help tool to my future plans about supporting voxels into the DelphiDoom engine, but can easily fit to other needs.<br />
Simple interface, multiple undo/redo, with simple editing, just like a basic paint program (select a level on xy, xz or yz and paint with the mouse), you can also import images into current editing level and also rotate it.<br />
Main window is splitted in 2 panels, left is 2d drawing of the current level, right is the 3d preview (along with a grid to indicate which level is currently in edit mode).<br />
Saves in it's own file format (readable ascii), you can easy change it to save some other (binary) format.<br />
<br />
Executable and full source code: <a href="https://sourceforge.net/projects/delphidoom/files/DDVoxels/" target="_blank">https://sourceforge.net/projects/del...iles/DDVoxels/</a><br />
<br />
<a href="http://postimg.org/image/lo42khe09/" target="_blank"><img src="http://s20.postimg.org/lo42khe09/ddvox01.png" border="0" alt="" /></a><br />
<br />
<a href="http://postimg.org/image/w9nxwhkbt/" target="_blank"><img src="http://s20.postimg.org/w9nxwhkbt/ddvox02.png" border="0" alt="" /></a></div>

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			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?16-Your-Projects">Your Projects</category>
			<dc:creator>Jimmy Valavanis</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19861-My-voxel-editor</guid>
		</item>
		<item>
			<title>Lazarus on the Raspberry Pi</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19521-Lazarus-on-the-Raspberry-Pi&amp;goto=newpost</link>
			<pubDate>Tue, 30 Apr 2013 07:35:25 GMT</pubDate>
			<description>Anyone here tried Lazarus on the Raspberry Pi? I’m looking to get an old Delphi game of mine running on the Pi. I read somewhere that Lazarus is now...</description>
			<content:encoded><![CDATA[<div>Anyone here tried Lazarus on the Raspberry Pi? I’m looking to get an old Delphi game of mine running on the Pi. I read somewhere that Lazarus is now available on the Pi but would be interested to know if anyone has tried it yet.</div>

]]></content:encoded>
			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?41-Lazarus-IDE">Lazarus - IDE</category>
			<dc:creator>retrocoder</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19521-Lazarus-on-the-Raspberry-Pi</guid>
		</item>
		<item>
			<title>Why Lazarus is rebuilding project each time i run?</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19393-Why-Lazarus-is-rebuilding-project-each-time-i-run&amp;goto=newpost</link>
			<pubDate>Sun, 28 Apr 2013 09:34:14 GMT</pubDate>
			<description><![CDATA[Hi. 
 
I installed latest Lazarus v1.0.8. Fortunately it doesn't crash anymore (XP Pro) like previous version. 
 
I created simple project with empty...]]></description>
			<content:encoded><![CDATA[<div>Hi.<br />
<br />
I installed latest Lazarus v1.0.8. Fortunately it doesn't crash anymore (XP Pro) like previous version.<br />
<br />
I created simple project with empty form and i noticed that each time i run my project it recompiles / rebuilds it.<br />
Even if i don't change anything.<br />
Delphi doesn't do that. It re-compiles only after some changes in project / source were made.<br />
Compiling is slow enough without that, why make it slower.<br />
I just lost 256MB bulk RAM (it just died) and now i have even less RAM in PC and its even slower. So every bit counts.<br />
<br />
<br />
Is there any way to disable this and make Lazarus smarter?</div>

]]></content:encoded>
			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?41-Lazarus-IDE">Lazarus - IDE</category>
			<dc:creator>hwnd</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19393-Why-Lazarus-is-rebuilding-project-each-time-i-run</guid>
		</item>
		<item>
			<title>Smoothening tile edges</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19357-Smoothening-tile-edges&amp;goto=newpost</link>
			<pubDate>Sat, 27 Apr 2013 03:55:01 GMT</pubDate>
			<description><![CDATA[I'm working on a tile-based game at the moment, and could use some hints on making it look better. Rendering is using GLSL pixel shader for these...]]></description>
			<content:encoded><![CDATA[<div>I'm working on a tile-based game at the moment, and could use some hints on making it look better. Rendering is using GLSL pixel shader for these 6-sided hexagon tiles. I let there be 4 texturemaps for the terrain, so i can blend them without too much performance loss. Basically fragment shader does:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; if (color.w &gt; 0.5) {<br />
&nbsp; &nbsp; gl_FragColor = color * (<br />
&nbsp; &nbsp; &nbsp; ts.x * texture2D(tex0, texCoord) +<br />
&nbsp; &nbsp; &nbsp; ts.y * texture2D(tex1, texCoord) +<br />
&nbsp; &nbsp; &nbsp; ts.z * texture2D(tex2, texCoord) +<br />
&nbsp; &nbsp; &nbsp; ts.w * texture2D(tex3, texCoord) );<br />
&nbsp; } else {<br />
&nbsp; &nbsp; gl_FragColor = vec4(0.0);<br />
&nbsp; }</code><hr />
</div>So i can &quot;break&quot; 1 edge that is exposed to air, to make it look flatter as seen in the attached screenshot. I render 2 dirt tile and 1 stone tile on right side of them. The top-left corner use alpha 0.2 and bottom mid-left corners are set alpha -0.2, that's variety i can let there be... But it didn't work as well as i hoped. Instead of having 1 sharp edge, there now is 2 smaller ones. Ok that looks better than that 1 big sharp edge, when zoomed further out, but is there anything i can do to make it rounder/flatter? I could propably modify color.w component to start alpha 0 from that edge at 0.5, scale it differently. But then it wouldn't be solid edge anymore.<br />
<br />
edit: Scaling was easy to do so attached comparison what it would look like<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">vec4 col = vec4(color.xyz, (color.w-0.5)*2.0);</code><hr />
</div></div>


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			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?46-Graphics">Graphics</category>
			<dc:creator>User137</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19357-Smoothening-tile-edges</guid>
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			<title><![CDATA[[3dFoin] Sorceress and April Sale]]></title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19197-3dFoin-Sorceress-and-April-Sale&amp;goto=newpost</link>
			<pubDate>Mon, 22 Apr 2013 20:12:56 GMT</pubDate>
			<description><![CDATA[Hi guys, we have new model again, it's the Royal Sorceress 
 
 
Image:...]]></description>
			<content:encoded><![CDATA[<div>Hi guys, we have new model again, it's the Royal Sorceress<br />
<br />
<br />
<img src="https://lh6.googleusercontent.com/-YNDXBbtBV3A/UXN2t3zxkDI/AAAAAAAAB9M/wMbb2-jXklY/s941/01.jpg" border="0" alt="" /><br />
<br />
<br />
<img src="https://lh3.googleusercontent.com/-AXRQdQRfF0M/UXN2tikrypI/AAAAAAAAB9E/kp-AK5_Oi0k/s941/03.jpg" border="0" alt="" /><br />
<br />
<br />
<img src="https://lh3.googleusercontent.com/-Trywok7Tr8w/UXN2wvTzcmI/AAAAAAAAB9g/aBRrH_fyi08/s941/06.jpg" border="0" alt="" /><br />
<br />
<br />
<img src="https://lh4.googleusercontent.com/-TlMS9N4Xy7U/UXN22nI4wdI/AAAAAAAAB-M/XhcChLN8pMw/s941/11.jpg" border="0" alt="" /><br />
<br />
<br />
Animation:<br />
<br />
<br />

<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/h1K5l1aI22w?wmode=opaque" frameborder="0"></iframe>
<br />
<br />
<br />
Okay, she's beautiful, but don't let her innocent look fool you. The Royal Sorceress is a powerful offensive caster, knowledgeable in the arcane arts that cause pain and suffering. <br />
<br />
<br />
She is also proficient in manipulating the winds of magic to create powerful destructive spells... She is vulnerable to both melee and missile assaults though. <br />
Comes fully equipped and formatted for use in Unity and other engines with diffuse, normal, specular texture maps and 25 game-ready animations.<br />
<br />
<br />
As usual the model is fully tested with common game engines like Unity, Esenthel, RealmCrafter, 3D GameStudio etc. :D<br />
<br />
<br />
<img src="https://lh3.googleusercontent.com/-a5RWRAKkZ50/UXN288h4ZhI/AAAAAAAAB-4/zjYTZaX_AdU/s947/12.jpg" border="0" alt="" /><br />
<br />
<br />
Also to welcome the Sorceress to our product family we're running the <b>April Sale</b>, <b>50% off </b>any model purchased, <b>so what are you waiting for? </b><br />
<br />
<br />
<a href="http://3dfoin.com" target="_blank">http://3dfoin.com</a><br />
<a href="http://3dfoin.info" target="_blank">http://3dfoin.info</a></div>

]]></content:encoded>
			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?42-Graphics-(2D-Sprites-amp-3D-Models-amp-Textures)"><![CDATA[Graphics (2D Sprites & 3D Models & Textures)]]></category>
			<dc:creator>3dFoin</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19197-3dFoin-Sorceress-and-April-Sale</guid>
		</item>
		<item>
			<title>Delphi XE4 is out, supporting Windows, OS X and iOS!</title>
			<link>http://www.pascalgamedevelopment.com/showthread.php?19188-Delphi-XE4-is-out-supporting-Windows-OS-X-and-iOS!&amp;goto=newpost</link>
			<pubDate>Mon, 22 Apr 2013 15:51:52 GMT</pubDate>
			<description>Embarcadero Delphi XE4 has just been released, which now supports Windows, OS X and iOS platforms.  
 
Read more information about it here...</description>
			<content:encoded><![CDATA[<div>Embarcadero Delphi XE4 has just been released, which now supports Windows, OS X and iOS platforms. <br />
<br />
Read more information about it <a href="http://www.embarcadero.com/products/delphi" target="_blank">here</a>.</div>

]]></content:encoded>
			<category domain="http://www.pascalgamedevelopment.com/forumdisplay.php?39-Delphi-IDE-Compiler">Delphi - IDE/Compiler</category>
			<dc:creator>Lifepower</dc:creator>
			<guid isPermaLink="true">http://www.pascalgamedevelopment.com/showthread.php?19188-Delphi-XE4-is-out-supporting-Windows-OS-X-and-iOS!</guid>
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