View Poll Results: What tools are you currently using to write your games with?

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  • Delphi

    13 37.14%
  • Free Pascal

    18 51.43%
  • Lazarus

    19 54.29%
  • Delphi Prism / Oxygene for .NET

    0 0%
  • Oxygene for Java

    3 8.57%
  • Oxygene for Mac/iOS (Nougat Beta)

    0 0%
  • Smart Mobile Studio

    2 5.71%
  • Other (Tell us please...)

    6 17.14%
Multiple Choice Poll.
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Thread: What tools are you currently using to makes games with these days? - 2013

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  1. #1
    Quote Originally Posted by WILL View Post
    Smart has a trial and did you sign up for their contest where you could win a free device?

    Also have you tried Oxygene for Java? You can compile 100% native Android apps and that code would then be portable to .NET for Windows and eventually to native Mac OS X and iOS with the new compiler that's coming out. I'm on the Beta and it's pretty swift.
    My computer hasn't the minimal requirements to run them. Yesterday I've order a new one.
    No signature provided yet.

  2. #2
    it is quite amusing to see fpc with 9 votes and lazarus with 10. how does one use lazarus without fpc?=)
    btw I use fpc + lazarus for all my cross platform development and smart mobile studio for htm5.
    Last edited by Dan; 27-02-2013 at 10:59 AM.

  3. #3
    I didn't choose both, because i know there are people that use Free Pascal but not Lazarus for games. But it's harder to make multiselect poll with exclusive choices

  4. #4
    I use FPC only and in a "barebones" old school, Turbo Pascal, pre-Object Pascal way. I have an iMac running Mountain Lion with FPC 2.6.2. I have all my projects in BBEdit (nice syntax coloring for OP) and evoke scripts for making, building, running, etc. It is FAST and a very pleasant environment to code in, especially since I write code in itty bitty steps and run often - feels just like an interpreted environment.

    I don't know if this is a good thing but FPC makes it possible for me to write simple code w/ SDL and do what I need it to do but I am stuck with old style API stuff like OpenGL 2.1 and the old Jedi SDL headers. I am trying to use 2.1 in a modern style (eg: VBOs not display lists) and hope it stays relevant for a while longer. I don't see any upside to "Delphi on the mac" but I do worry that FPC remains just a hobby for Florian and his cohorts of exceptional programmers. I love the clarity of Pascal. C (++,#,Objective, etc.) just bugs the hell out of me, but I can see a future where I have to spend months getting my C chops back and running "p2c" on all my code. Hope it doesn't happen...

  5. #5
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by paulfjeld View Post
    I don't know if this is a good thing but FPC makes it possible for me to write simple code w/ SDL and do what I need it to do but I am stuck with old style API stuff like OpenGL 2.1 and the old Jedi SDL headers. I am trying to use 2.1 in a modern style (eg: VBOs not display lists) and hope it stays relevant for a while longer. I don't see any upside to "Delphi on the mac" but I do worry that FPC remains just a hobby for Florian and his cohorts of exceptional programmers. I love the clarity of Pascal. C (++,#,Objective, etc.) just bugs the hell out of me, but I can see a future where I have to spend months getting my C chops back and running "p2c" on all my code. Hope it doesn't happen...
    You are going to have problems with JEDI-SDL which uses SDL 1.2.x headers on the Mac. Mainly you will not be able to go fullscreen. I know from experience using the older SDL 1.2.x for one of my projects that does compile and run for both Windows and Mac under Lazarus. If you can update the headers or (re)write a new set of headers for the 2.x specs that would offer you a solution, but I'm afraid that my old friend's SDL based library project has seen better days.

    It is and still remains a great library to learn game programming though! Esp. on Windows!

    As for VBOs, weeeelllll I thought those were depreciated in favour of older and possibly even some newer methods? Can someone chip in on this? Sascha, Luuk, Yuriy?

    I myself stuck to Display lists on my own Win/Mac projects and the performance boost from immediate mode was still very nice. Of course this all depends on what type of graphics you are doing I would assume.

    FPC is what it is. That's what makes it both great and not as great as it "could be." Very east to talk to guys though. Even more so if you speak German.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #6
    Quote Originally Posted by WILL View Post
    As for VBOs, weeeelllll I thought those were depreciated in favour of older and possibly even some newer methods? Can someone chip in on this? Sascha, Luuk, Yuriy?
    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 (for some years now display lists have been torn down into VBOs by the graphics card drivers anyway).

  7. #7
    WILL,

    thank you for sharing your experiences with Oxygene. Currently I'm wondering to buy a license of Oxygene or Smart Mobile Studio and reading your text helped me to compare them.
    No signature provided yet.

  8. #8
    Our primary toolchain consists of:

    1) Lazarus/FPC - primary native development
    2) Notepad++ - primary text editor for code, data, html, xml, etc
    3) Blender, 3D Coat - for 3D modeling
    4) GIMP, Photoshop - for 2D art and texturing
    5) GIT for version control and asset management backend
    6) Jitsi and ejabberd for communications
    7) Scribus and Art of Illusion for vector and paper markup.
    PHPbb, Trac, and MediaWiki for project and document management and long-term communications.
    9) Several internally-developed apps for things like time-tracking and asset management tracking.
    10) OpenOffice for business/administrative needs.
    11) SynthFont, Audacity for music/sound. We're also looking at Propellerhead Reason for composition when we get to that point (and get a real sound/music director rather than a dabbler ).

    plus a number of ancillary tools depending on need.

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