dazappa
My answer to you about bounding-box was little strange... I just thought about OBB in 2D, not AABB(I called it like "rectangle")
mobilus
Thanks
dazappa
My answer to you about bounding-box was little strange... I just thought about OBB in 2D, not AABB(I called it like "rectangle")
mobilus
Thanks
Looks solid, but why is it all procedural?
Because I like it All object-oriented things(for example sprite engine) will be in separate units.Originally Posted by Brainer
Wow... yet another game library in pascal. Awesome job. Your feature list is quite impressive. How long did it take you to complete this?
It seems to me that alot of pascal dev's are making their own engines (yes I'm guilty too ). I would like to see an updated list of all game engines written in our lovely language, because I feel that there might be too many with a lot of overlapping features. I rather see one or two well supported/maintained ones than 10+ libs that are maintained by individuals. After all, we should be making games instead of engines.
This is also worrying me, because I feel that my engine project is getting more "redundant" day by day, so I need to think of ways to make a difference.
However, don't let this stop you from developing your engine. Looks like it can compete with Andorra or PhoenixLib.
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
Maybe, but I don't like them - too many depends and huge size... Also there is no well support for Linux-developers(As I remember Andorra can't be compiled without modifying a source code, but maybe something changed in the latest version).Originally Posted by chronozphere
Oh, I can't answer exactly I started it three years ago, but there was many pauses between developing. And ZenGL was changing every time(there even was a simple 3D one time ). After one year of fun I have reworked it. In 2009 I added MacOS X support for one commercial project(I made a port of game that was written on Asphyre for Windows). Now it used in another one commercial project(with versions for Windows and MacOS X), and in some other "secret" projectsOriginally Posted by chronozphere
Last edited by Andru; 11-11-2010 at 11:41 AM.
Anyway, I tried to bench the basic sprite drawing as best I could. I more or less just took a modified miku example with no auto-spawning / deleting, no movement, no randomized initing, anim, etc. The engine seems a bit sluggish, unless I'm not performing the most basic drawing. I can draw a max of 2900 sprites at 30 FPS with ZGL. With Game Maker, which is notoriously slow, it can still handle drawing a max of 6300 sprites at 30 FPS. I think ZGL needs some optimizations somewhere.
What sprites did you use in Game Maker, and what about sorting sprites by layers(in Game Maker)? Also, give me a log file please, and info about your PC. And if you can - attach "benches" here(with sources and exe for Game Maker bench ), please.Originally Posted by dazappa
Rendering in ZenGL is well optimized, be sure. Seems only Sprite Engine have some "problem" with stable sorting algorithm, or something happened in your benchmarksOriginally Posted by dazappa
Last edited by Andru; 12-11-2010 at 06:08 AM.
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