Looks awesome, and fractaly
Looks awesome, and fractaly
Existence is pain
And more of games and demos based on quad:
Theory is - when you know everything but nothing works.
Practice is - when all works, but you don't know why.
We combine theory and practice - nothing works and nobody knows why
The second demo looks nice. Keep up the good work.
0.6.0 (Umber) has been released
- Added TQuadColor record with 32bit float precision and class functions
- Added 4 simple demos
- File format for textures now check with file metainfo instead of extension
- Log.txt now appended with threadID
- Automatic device lost handling (alt+tab) and restore. (this works only with window created with IQuadWindow)
- TVec2f fuctionality slightly increased
- new interface IQuadWindow. Now you can fully куоусе VCL or WinForms and create application using Delphi XE5 starting from 21Kb EXE.
- CreateTimerEx has been added. This method can initialize timer in just 1 line of code.
- Fixed crash at initializaton
- Added QuadColor & Vec2f for C#
- fixed DrawRotAxis method
- Added most popular colors directly in QuadColor
- Added QuadWindow mouse and keyboard handling
- Added support for DistantField fonts
- Fonts now use unicode instead of ansi
- Fixed GetFontWidth and Height for non latin characters
- Added ShaderModel initialization parameter
- Added DrawQuadLine method for drawing lines with different width and color on both sides.
- Added fullscreen windowed mode (borderless)
- ChangeResolution no more overriden after render into texture.
- Added TakeScreenshot method
- Partially added XML documentation
http://quad-engine.com
Theory is - when you know everything but nothing works.
Practice is - when all works, but you don't know why.
We combine theory and practice - nothing works and nobody knows why
0.6.1 Update has been released:
- QuadLog is now threadsafe
- Added button handlers for IQuadWindow
- Added new events for IQuadWindow
- Value binding in IQuadShader no more bring memory leaks
- Added clipping functional in IQuadRender
- SetDistanceFieldParams now correctly working with batching
- Added IQuadCamera with translate, rotate and zoom
- First implementation of IQuadProfiler for searching bottlenecks in render pipeline
- Initialization of render changed and extended. Added new parameters such as VSync.
- SmartColoring now works with DistantField fonts
- Added hardware cursor support
- Optimizations and small fixes
Theory is - when you know everything but nothing works.
Practice is - when all works, but you don't know why.
We combine theory and practice - nothing works and nobody knows why
Damn, keep it up!
Current (and lifetime) project: FAR Colony
https://www.farcolony.com/
0.6.2 has been released.
Freepascal is now supported.
http://quad-engine.com/
Theory is - when you know everything but nothing works.
Practice is - when all works, but you don't know why.
We combine theory and practice - nothing works and nobody knows why
Is there any reason to do Quad-engine opensource?
Theory is - when you know everything but nothing works.
Practice is - when all works, but you don't know why.
We combine theory and practice - nothing works and nobody knows why
If it lets people do what they want to do without limitations over comparable engines then there's no big requirement to go open source.
However it can help attract more users. There's a general preference for 'compiled in' solutions - if you stop developing / don't support some new desired feature, all projects that use your engine are affected too. It's forcing a dependency without any guarantee that you'll support peoples projects in future. Potentially people could be putting years worth of work into a project so future viability of their dependencies becomes important.
Plus assuming you have a big enough user base you'll get bug-reports and submissions that'll accelerate the project - so you'll be able to do more yourself than time currently lets you.
Last edited by phibermon; 25-09-2014 at 09:27 PM.
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
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