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  1. Don't worry some of us are reading all the forums...

    Don't worry some of us are reading all the forums ;D

    First I would recomend yout to switch to Asphyre Sphinx 3 graphical engine if posible (you don't code in old Delphi or use Asphyre Sprite...
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    Nice! One question thou: Do you use increased...

    Nice!
    One question thou:
    Do you use increased weight values when units are moving uphil?
    If you take a look at first units path you see that somwhere in the middle of the map units path goes...
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    When doing multithreading don't be afraid to have...

    When doing multithreading don't be afraid to have more threads than you have actual numer of cores. Why? Some of theese treads may finish their job before others will. This means that the core on...
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    I strongly recomend implementing some heuristic...

    I strongly recomend implementing some heuristic pathfinding algorithm.
    While plain old A* can be easily implemented for 3D worlds due to it being node based it can become quite slow when number of...
  5. Why is dp unit scale size too small? Small sized...

    Why is dp unit scale size too small? Small sized screens (2 to 3 inch in size) have athleast 426dp x 320dp units. This means that each tile could be 16dp x 16dp in size. (320dp / 19 = 16,84).
    Now...
  6. I thought so. That's why I mentioned option for...

    I thought so. That's why I mentioned option for programaticaly generating necessary textures during first run so they could fit best for target device. Now you don't need to redo all of the ingame...
  7. First of all DPI is not used for refering to...

    First of all DPI is not used for refering to Device independat pixels but Dots per inch.
    http://en.wikipedia.org/wiki/Dots_per_inch
    DPI tels you how many dots or in case of screens pixels it is...
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    WOW! That looks verry cool

    WOW!
    That looks verry cool
  9. Sticky: beltar welcome to PGD! I hope your stay here...

    beltar welcome to PGD! I hope your stay here would be as pleasent as posible.
    Plese do some more browsing through our forums so that autopromotiuon system can kick in and unmoderate you so you...
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    If you are designing your game to use hexagon...

    If you are designing your game to use hexagon tiles, then it might not be bad to check how Widelands (Settlers 2 clone) map is gnerated. While Widelands use triangles (vertex approach) for map...
  11. Sticky: That also sems nice.

    That also sems nice.
  12. Sticky: P1971 and rferriz welcome to PGD! I hope your...

    P1971 and rferriz welcome to PGD! I hope your stay here would be as pleasent as posible. Plese do some more browsing through our forums so autopromotiuon system can kick in and unmoderate you so you...
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    To be honest I also don't have much expirience...

    To be honest I also don't have much expirience with this, especially on OpenGL level. I did try once achiving this using Aphyre Sphinx TAsphyreLockableTexture which provides you with acces to each...
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    Why bothering with veticles if you can simply do...

    Why bothering with veticles if you can simply do this with normal pixels. You can always stretch that texture to fit the desired size if needed.



    Why not change minimap texture as soon as you...
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    I can think of two posible solutions for this:...

    I can think of two posible solutions for this:
    1. Draw the whole map into some chached texture (render texture), then render visible portion of the map inside your windows and finally draw that...
  16. Sticky: Jenny and welcome to PGD! I hope you stay here...

    Jenny and welcome to PGD! I hope you stay here would be as pleasent as posible.
    Please do some browsing around our forum for autopromotion to kick in and get you unmoderated so you will be able to...
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    That was just an idea I got when playing one game...

    That was just an idea I got when playing one game a few months ago. While that game didn't use word compression for storing thext it was actually using word compression for encoding some text for...
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    Verry nice. I see that you game has quite a lot...

    Verry nice.
    I see that you game has quite a lot of text. Have you ever considered using word compression?
    Two main benefits I see in using word compression would be:
    1. Less space needed for...
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    The problem of this code you had is that you have...

    The problem of this code you had is that you have only been moving texTop and/or texLeft but not texBottom and/or texRight. So instead of moving texture you have actually been scaling it.
    You should...
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    If you are adding all of this labels to some list...

    If you are adding all of this labels to some list you could go and create your own TMyLabel class which is deprecated class of TLabel. Doing so you can change default TLabel constructor so that Label...
  21. Sticky: Hi DeepX we already know that :) You have been...

    Hi DeepX we already know that :)
    You have been unmoderated about a weak ago already so you can post anywhere on the forum.
  22. Thread: CrossFPC

    by SilverWarior
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    Based on the fact that Delphi XE2 used FPC...

    Based on the fact that Delphi XE2 used FPC compiler for compling MacOS and iOS applications I don't think it would be so hard to use some other compiler with the Delphi IDE.
    I have been quering...
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    Hi kordal! While I might not be of help in...

    Hi kordal!
    While I might not be of help in translating the provided code (my knowldege od C is bad) I do recognize what code does. It I'm not mistaken the presented code is implementation of 4...
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    Based on FreePascal Wiki it does....

    Based on FreePascal Wiki it does.
    http://wiki.freepascal.org/Pascal_Script
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    I'm sure that PascalScript could beat LUA in most...

    I'm sure that PascalScript could beat LUA in most scenarios. The main reason for this is that pascal script actualy gets translated (copmpiled) into byte code before it is executed. This way you get...
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