Quote Originally Posted by JC_ View Post
If is somebody making 3D game so it's clear that he will use Unity, Unreal Engine or something like that.
Using something else is 100% nonsense.
Why do you say using something else is nonsense?
Tell me what would prefer more? Using Unity or Unreal Engine and with it being forced to do most of the programming in some other programming language than Pascal? Or seeing that comparable pascal based game engine is being built so you could do all of the programming in Pascal?
Well the idea of PGDCE is to make the later option a reality. But off course such task isn't trivial and I fear many of PGD members are afraid and insecure in their knowledge in order to participate in such project.

Quote Originally Posted by JC_ View Post
For 2D no matter if you have OpenGL 1 or 4.5 and it's question about framework.
I strongly disagree with you on this. Even when rendering 2D graphics you could greatly benefit from features available in newer API's.

Quote Originally Posted by JC_ View Post
Simply use something which have living community like SDL or SFML because all Pascal engines/frameworks are dead, it's one man show, looks prehistoric or they are super slow - anyway no one is using them.
Why do you think all Pascal engines/frameworks are dead? Because there weren't enough interest in using them. And why weren't enough interest from people in using them? One of the reasons is people always saying of how much they suck instead of trying to help improving them. Pretty much like you now.
The hard truth is that if we don't get together and start working on them nobody will.

Quote Originally Posted by JC_ View Post
This is good idea, but instead of tutorials we can create a community which share and improve code and where people can learn something.
The code should be optimized and easy to use.
Why should the posted code be optimized? So that you can only copy and paste it into your project? This way you won't learn much especially because heavily optimized code is often much harder to understand.
I would recommend that instead of worrying about the posted code being optimized we provide as many possible approaches in solving specific problems. This way we allow people to chose the approach which suites them the most. And that largely depends on their coding style and the rest of the project code.
Also once people truly understand some gane concepts they will be able to optimize the code on their own. And yes optimizing code for some game concept also heavily depends on the rest of the project code.

And no I'm not one of those people who say "Best optimization is no optimization at all". I myself like to have nicely optimized code but I try to avoid doing any premature optimizations but I still sometimes get carried away with premature optimization. Well nobody is perfect.