Hello,
I have just completed to translate comments in demos into English(but my English is not well) and want to present you my own cross-platform library for game development It's fully written in Pascal without using any third party libraries, except some API's like OpenGL/OpenAL and Direct3D/DirectSound.
Current version: 0.2 RC4 (2010.11.11)
Official website: http://zengl.org
Download: Full package(demos, source code, headers, extra units), Direct3D version(source code only, without demos)
SVN repository: http://zengl.googlecode.com/svn/trunk/
Tools:
ZenFont for GNU/Linux and Windows - old versions, new are coming soon
FontBuilder(third part tool that support ZenGL format)
Help: Compilation
Supported OS: GNU/Linux, Windows, MacOS X
Supported compilers: FreePascal 2.2+, Delphi 7+
Graphics API: OpenGL, Direct3D 8/9
Sound API: OpenAL, DirectSound
License: GNU LGPL version 3
Main
- can be used as so/dll/dylib or statically compiled with your application
- rendering to own or any other prepared window
- logging
- resource loading from files and memory
- easy way to add supporting for new resource format
Configuration of
- antialiasing, screen resolution, refresh rate and vertical synchronization
- aspect correction
- title, position and size of window
- cursor visibility in window space
Input
- handling keyboard, mouse and joystick input
- handling of Unicode text input
- possibility to restrict the input to the Latin alphabet
Textures
- supports tga, png and jpg
- correct work with NPOT textures
- control the filter parameters
- masking
- render targets for rendering into texture
Text
- textured Unicode-font
- rendering UTF-8 or ANSI text
- rendering text with alignment and other options like size, color and count of symbols
2D-subsystem
- batch render for high-speed rendering
- rendering different primitives
- sprite engine
- rendering static and animated sprites and tiles
- rendering distortion grid
- rendering sprites with new texture coordinates(with the pixel dimension and the usual 0..1)
- control the blend mode and color mix mode
- control the color and alpha of vertices of sprites and primitives
- additional sprite transformations(flipping, zooming, vertices offset)
- fast clipping of invisible sprites
- 2D camera with ability to zoom and rotate the scene
Sound
- works through OpenAL or DirectSound in depends on configuration or OS
- correct work without soundcard
- supports wav and ogg as sound samples
- playing ogg files in separate thread
- control the volume and playback speed
- moving sound sources in 3D space
Mathematic
- basic set of additional math functions
- triangulation functions
- basic set of collision functions
Additional
- reading and writing ini-files
- functions for work with files and memory
Bookmarks