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Type: Posts; User: Sascha Willems

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  1. Sticky: Poll: Nope, it's the contrary ;) VBOs are actually the...

    Nope, it's the contrary ;) VBOs are actually the preferred way (together with VAOs) of storing vertex data in OpenGL 4.x, while old stuff like immediate mode and display lists can't be used anymore...
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    Nice idea, thouth I don't think this would...

    Nice idea, thouth I don't think this would benefit the game at all. Line wrapping is done at loading time, and displaying text is already extremly fast as it's only a single glCallLists for a whole...
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    It took me much longer than expected, but I just...

    It took me much longer than expected, but I just uploaded a new release of the open beta for windows and linux :

    (Windows) Projekt “W” – Phase 2 – Open Beta rev. #170 (~74 MBytes)
    (Linux, i386)...
  4. Since it's not including any components or such...

    Since it's not including any components or such there is no need for a package. Just add it to your uses clausel and put it in a directory where Lazarus can find (either where your game's sources are...
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    Ah, didn't realize you were talking about the...

    Ah, didn't realize you were talking about the globe's clouds ;)

    And no, they're not procedurally generated. Just a simple texture with cloud information in one texture channgel and specular...
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    No, the backdrop is static. It's generated with...

    No, the backdrop is static. It's generated with this nice tool and post processed in Photoshop (the tool sadly generates some errors when creating the textures). Having a complete dynamic space...
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    Just a quick heads-up : I got really annoyed of...

    Just a quick heads-up :
    I got really annoyed of the old backdrops for the different nations that I made years ago when 4:3 and 5:4 displays where still the majority. So I finally decided to drop...
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    Sadly GL_ARB_texture_compression is something...

    Sadly GL_ARB_texture_compression is something different than GL_EXT_texture_compression_s3tc. The first one only "tells" that texture compression is supported when it's present and that compressed...
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    Well, I'm using our dglOpenGL.pas for linux too...

    Well, I'm using our dglOpenGL.pas for linux too and that just uses glXGetProcAddress to get the procedure addresses. But as for the compressed textures I simply check against the presence of...
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    First public linux release!

    http://www.saschawillems.de/wp-content/uploads/2013/02/phase-2-linux.png
    Believe it or not! After a month of hard work (with very little sleep) I'm proud to present the first public linux release!
    ...
  11. BASS on linux (Laz/FPC) - App won't start

    Anyone around here that has gotten the BASS sound library to work with Lazarus / FPC on linux? After FMOD dropped Delphi-Support and not being able to find the right fmod package version fitting the...
  12. This doesn't only apply to the gaming industry...

    This doesn't only apply to the gaming industry btw ;)
    I got my job as a fulltime Delphi Developer (serious applica
    tions, we develop software in governmental controlled automotive areas) not only...
  13. Poll: Well, PjW is now on IndieDB...

    Well, PjW is now on IndieDB, and as far as I know Desura is their own store. But I must admit that I'm not a casual player, and prefer deep and long-lasting games, so many Indiegames fall out of my...
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    Well well well, after a complete weekend of...

    Well well well, after a complete weekend of getting Lazarus up and running in my Ubuntu VM and getting the code linux-compatible, I just compiled the first native linux version of "Phase 2" :) :
    ...
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    That was related to the XML-Implementation of...

    That was related to the XML-Implementation of Native XML. XML-Functionality in Delphi is based on MS-XML which is pretty slow. So for the next release, all XML-based stuff will be faster (loading and...
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    Will do so, and I'll also announce it over here...

    Will do so, and I'll also announce it over here at PGD, so don't worry ;)

    And yesterday I reached a "historical" milestone! After roughly a week of hard work (5~6h each day, after 8h of coding at...
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    I already took a look at desura, and since PJW is...

    I already took a look at desura, and since PJW is already listed at IndieDB I too think that this would be the easiest way to get my game onto a game distribution platform, so i'll definalty take a...
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    Well, that's what I feared (but thanks...

    Well, that's what I feared (but thanks nonetheless for this valuable information). I only took a quick glimpse at the android support that FPC has to offer some months ago and it seems that not much...
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    Well, that'd be my ultimate plane. I think a game...

    Well, that'd be my ultimate plane. I think a game like this is perfectly suited to be played on a tabled, so getting it up and running with Android (or even iOS) would be great. But I know that means...
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    So 2013 is here, the open beta is running good...

    So 2013 is here, the open beta is running good and people seem to like the game.So for 2013 I plan a final release (after all the years of hard work and endless weekends that made it look like the...
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    The old OpenGL-Selection (GL_SELECT) shouldn't be...

    The old OpenGL-Selection (GL_SELECT) shouldn't be used anymore and as far as I know it isn't available in newer OpenGL-versions anyway. And even if it would, hardware vendors decided to drop hardware...
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    Do you really need ray casting? If you only want...

    Do you really need ray casting? If you only want to select objects at e.g. a given cursor position, just go for color selection. Especially with shaders that's pretty simple and fast. I'm using this...
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    I prefer the stencil do restrict rendering to a...

    I prefer the stencil do restrict rendering to a given region of the screen. Scissor has some drawbacks, for example that you need to specify it's region in window coordinates and (as Paul said)...
  24. Great article. Hopefully 2013 will see the...

    Great article. Hopefully 2013 will see the release of some interesting games written in Delphi and FPC, as there are several interesting projects under development right now.
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    New release - Revision #125

    With 2012 ending soon I decided to release a new version of the "Phase 2" beta. You can grab it grab it here (Revision #125).

    Contrary to the last release this one doesn't include bugfixes but...
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