Page 12 of 30 FirstFirst ... 2101112131422 ... LastLast
Results 111 to 120 of 300

Thread: Writing a better 2D engine. (Phoenix 2D Game Engine)

  1. #111
    Legendary Member cairnswm's Avatar
    Join Date
    Nov 2002
    Location
    Randburg, South Africa
    Posts
    1,537

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Well I call myself a contributor - but I've done less than 1% of the work

    When my tuts are done then I can say I'm a real contributor
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  2. #112
    Legendary Member cairnswm's Avatar
    Join Date
    Nov 2002
    Location
    Randburg, South Africa
    Posts
    1,537

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Oh yes - I tried compiling some of the examples in Delphi and had a number of problems - can we please try and get this compatible for Delphi and FreePascal please.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  3. #113

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Quote Originally Posted by cairnswm
    Oh yes - I tried compiling some of the examples in Delphi and had a number of problems - can we please try and get this compatible for Delphi and FreePascal please.
    What problems? I just had to change a few register things with IfDefs and all went well. I'm sure that once a code locked version is released it can be setup to compile in both IDE's. At least I know that the scripting engine compiles in both right now

  4. #114

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Quote Originally Posted by cairnswm
    But it will fix the unit and class names Each version so far has had unit name chnage - and class name changes.

    I just want something to start working with
    Only class that has changed name so far is the phxWindow -> phxFrame because the Window class in the gui engine. I have no plans on changing any other names

    Quote Originally Posted by cairnswm
    Oh yes - I tried compiling some of the examples in Delphi and had a number of problems - can we please try and get this compatible for Delphi and FreePascal please.
    Yeah, i know this, one compiler directive delphi doesn't like and a helper function in the sprite engine that currently uses overloaded operators.

    No big stuff but havent had time to test it out in delphi yet.

    I'm currently working on the paricle engine, it will be a hybrid between the GLX particle engine and the XParticle of apshyre. I felt the apshyre engine a bit limited in my own taste so i wrote a new one from scratch
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  5. #115
    Legendary Member cairnswm's Avatar
    Join Date
    Nov 2002
    Location
    Randburg, South Africa
    Posts
    1,537

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    I am away from home for most of this weekend. So I will start on the tutorials on Monday.

    phxWindow -> phxMainWindow -> phxFrame

    Wht not phxDraw - then its similar to GLX and DelphiX names?
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  6. #116

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Okey you got me, had a temporary name in the middle there

    I've considered using the draw name, but dont know if it makes any sense, but it could be advantageous with the same name even trhough mosth functions is window management related... what do you think
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  7. #117
    Legendary Member cairnswm's Avatar
    Join Date
    Nov 2002
    Location
    Randburg, South Africa
    Posts
    1,537

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    I think the best name would be to call it screen: phxScreen because it does actually refer to the full screen as opposed to a GUI window that gets created.

    (In fact when I did DelphiX stuff I used to Create a Screen class for interaction with the DXDraw components)
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  8. #118

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Screen, good idea, i'll change to that
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  9. #119

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    I'm wrapping up the final changes and additions to the latest version, here's a preview of what will be included.

    Upcomming additions and changes:

    • TPHXFrame renamed to TPHXScreen for better description.
      Particle System, powerfull and fast. Editor is wip
      Package System, distribute all you game files in one big package, including edtior
      The updated version of the image list


    Expect it in the newt few days. (If nothing unexpected happends ofc)
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  10. #120

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Here's the next release, have made a overhaul of all code so now everything is named correctly and should be compilable in both delphi and fpc.

    Now every classname and unit name is final, so can in some way consider this as the first official release, please download it and give it a good testing so we can get rid of all bugs and errors.

    What to note through is that the compression / repackaging (removing the defragmentation from deleting files) of the package routines is not addded yet, but this is just nice-to-have features and not required so not highest priority just now.

    http://www.glxtreem.net/Phoenix2006-08-15.rar

    I have started on the html documentation using fpdoc (altrhough i needed to rebuild it to get it working ), alot better then pasdoc i've used before, this means i propably remove all documentation comments from the source code in a future release.

    Included in the release is a new Font converter for converting BMFonts to the phx font format. ( Interesting in writing a full fledged editor anyone ?) A package editor as well as the basics of a particle effect editor that needs alot more work.

    I have some plans on making some small changes to the TPHXImage class aswell to make the pixel data of the images exposed to the end user but this is nohing that will change how the image class works through.

    I have also added alot more rendering functions, some of cairnswm's and some of my own, highly optimised of course.

    What is on the future is a TileMap with multiple layers and TileMap -> Sprite collision support.

    Have Fun !
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

Page 12 of 30 FirstFirst ... 2101112131422 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •