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Darthman
02-11-2010, 11:11 AM
Hi there!
I want to present my latest work - quad engine.

http://quad-engine.com/img/logo.png

Quad engine is game engine for 2D games. Mostly graphical engine at this point.

Version: 0.3.0
Compilers: Delphi 2005+ (2009+ ready), C++ and Freepascal coming soon.
API: Direct3D9

Web: http://quad-engine.com

Key features:
- DirectX9 based
- Precise texel-to-pixel render
- Sprite engine with rotating, scaling, coloring, etc.
- Rendering into texture
- Animated sprites
- Support for non-power-of-two textures.
- Custom fonts from textures with aligning, scaling, coloring, kerning, etc.
- Particle system
- Classes for simple pixel and vertex shaders use
- Postprocessing
- Support of BMP, JPG, TGA and PNG image formats
- 30+ predefined shaders
- Delphi 2009+ compatible


Some examples (teasers, screenshots, SKD toolkit features) at website. Let's discuss?

virtual
02-11-2010, 12:45 PM
sounds good , but how could i download the quad engine ?

Darthman
02-11-2010, 12:50 PM
It will be available as soon as possible. At present time we at final stage of releasing 2 demo games. This games should show how easy develop games with quad. You can see teasers of this games at index page of website. I think first public version will be released in this year. Probably this month.

For now I interested in cool ideas about additional features for quad. So as fast as I finish all my todo, I'll start to improve it with additional features, that you might want to see in it.

Traveler
02-11-2010, 01:46 PM
Looks good. Do you plan on supporting Delphi 7 too?

Darthman
02-11-2010, 01:48 PM
I doubt in it. Delphi 7 doesnt support a lot of new Delphi language features. But I don't exclude it.

Darthman
03-11-2010, 07:08 AM
We are glad to present you first game ever on quad engine.

Quad Galaxy:
http://quad-engine.com/games_quadgalaxy.html

requires DirectX9 installed and GPU with 2.0 shaders (GeForce FX and higher)

Screenshots (Clickable):
http://quad-engine.com/games/quad_galaxy/screen1_thumb.jpg (http://quad-engine.com/games/quad_galaxy/screen1.jpg) http://quad-engine.com/games/quad_galaxy/screen2_thumb.jpg (http://quad-engine.com/games/quad_galaxy/screen2.jpg) http://quad-engine.com/games/quad_galaxy/screen3_thumb.jpg (http://quad-engine.com/games/quad_galaxy/screen3.jpg)

WILL
03-11-2010, 01:05 PM
Hey Space Invaders with bloom, cool. :)

Nice looking game engine you have there. How long was development on it? Would you be considering adding OpenGL and OpenAL support to it in the future? I'm a big fan of cross platform solutions, myself so those would really push me to use it myself.

How compatible is it with Lazarus btw?

farcodev
03-11-2010, 05:01 PM
It's always cool to see a new engine (especially with Delphi) to pop-out. :)

Darthman
08-11-2010, 07:32 AM
How compatible is it with Lazarus btw?
Nope. Sorry. dcu do not compatible with lazarus.

farcodev: thanks

Andru
08-11-2010, 11:09 AM
Nope. Sorry. dcu do not compatible with lazarus.
Hmmm, engine won't be open source? Only dcu's for "over9000" versions of Delphi? dll with interfaces would be more correct solution for closed source engine. Or you can compile Quad Engine under Lazarus and provide ppu files.

code_glitch
08-11-2010, 09:30 PM
Just a thought, but will you be releasing the source of the engine or any of the other products on your site? Just wondering...

Darthman
09-11-2010, 11:01 AM
Hmmm, engine won't be open source? Only dcu's for "over9000" versions of Delphi? dll with interfaces would be more correct solution for closed source engine. Or you can compile Quad Engine under Lazarus and provide ppu files.

So if it is real, I'll make a copy for lazarus too.

Darthman
09-11-2010, 11:03 AM
Just a thought, but will you be releasing the source of the engine or any of the other products on your site? Just wondering...

No, I will not releasing the source of the engine or any other tools. It is not opensource.

Andru
09-11-2010, 11:42 AM
No, I will not releasing the source of the engine or any other tools. It is not opensource.
Oh, this will narrow the range of users, if you don't add some killer-features except shaders.

Darthman
09-11-2010, 11:57 AM
No. It will not. Because you really don't need any sources for using that stuff. And there is always will be direct access to D3D device and textures.

code_glitch
09-11-2010, 04:02 PM
D3D device and textures.

Sorry, but I had to leave windows. I was hoping to get the source so I could some of it in cross platform development. I guess not. And for some reason I dont think D3D stuff will work at too good of a speed in a VM...

WILL
09-11-2010, 08:39 PM
So if it is real, I'll make a copy for lazarus too.

I think that many potential users of your engine would appreciate this. There is a growing number of Lazarus users with the growing costs of using Delphi. The other side to this is that Laz is becoming more and more stable and capable as a platform for making games, RAD Application designer not so much yet.

It's also a growing trend these days to move away from Windows and onto new and especially mobile platforms. Windows just isn't as 'sexy' as iOS or Mac OS X these days, too many games to compete with on those platforms, yet not as many to put yourself up against on the newer platforms.

It really does look like a solid engine, and I've spotted some of your past work so I know it would be something to use for sure. What other features were you thinking of adding to the engine? I also asked some questions before, but I don't know if you picked up on them. :)

Darthman
10-11-2010, 07:28 AM
It really does look like a solid engine, and I've spotted some of your past work so I know it would be something to use for sure. What other features were you thinking of adding to the engine? I also asked some questions before, but I don't know if you picked up on them. :)
What's about macOS and other... Quad uses DX9 render, so it cannot be capable with macos and linux without VM.

About features — I want to know what features do you want to see in it. So I can read, think about it and decide what to implement first.

Darthman
11-11-2010, 09:47 AM
«Great news, everyone!» Futurama

Multi threaded loading of game resources is added. Demo will come as soon as I benchmark my new GeForce 460. In a few days.

Andru
11-11-2010, 01:05 PM
Multi threaded loading of game resources is added.
Interesting feature. Engine becoming more competitive :)

WILL
11-11-2010, 10:58 PM
Multi-threading is cool! :)

Darthman
12-11-2010, 11:09 AM
How does it looks now: Screenshot (http://quad-engine.com/screenshots/mtl.png)
2 Threads in background loads different resources. And in this demo.... well, when resource is loaded - it draws on screen.
Every thread loads 65 32-bit png icons with 64x64 dimensions.

Darthman
15-11-2010, 12:40 PM
Next step - videotextures.

Darthman
10-12-2010, 01:17 PM
Dynamic shadowcasting with multipass rendering. Allow to cast dynamic shadows from any sprite using alpha channel. :)
http://quad-engine.com/screenshots/DynamicShadowCasting.jpg

WILL
10-12-2010, 03:54 PM
Lookin' pretty nifty in this screenshot. Shadowcast mouse cursor is a nice touch too by. :)

Darthman
17-12-2010, 01:32 PM
Using of this technology in vintage "pacman" game :D
http://igdc.ru/forum/attachments/puck_man.jpg

Darthman
29-12-2010, 01:14 PM
http://quad-engine.com/public/Light.zip
This is small test (can work incorrect, so be kind) of shadow casting that i mentioned above.

Andru
29-12-2010, 03:53 PM
Sometimes too hard to turn where you want. Also one time I got too close to walls and light disappeared for a moment :)

WILL
29-12-2010, 09:17 PM
Ah I solved the turning problem by simply queuing the character's next move if it comes available. I did this for my Subject 33 game, originally a simple Night Stalker clone which was of the pac-man style maze game genre.

Darthman
21-01-2011, 07:10 AM
So, the next step is done too. There is bloom effect:
http://2.bp.blogspot.com/_GybS3Mb0LCM/TThEdX8XXGI/AAAAAAAAAG0/mMfcGWrIEZI/s1600/bloom.jpg

farcodev
24-01-2011, 02:45 AM
really impressive work !!! 8)

chronozphere
24-01-2011, 12:49 PM
That is looking really good. Makes all the items look more vivid and powerfull. :)

Darthman
28-01-2011, 01:29 PM
Hi there again!
Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:
http://quad-engine.com/screenshots/parallax.jpg

Download demo here:
http://quad-engine.com/public/pom.zip

Requires pixel shaders 3.0;

dazappa
28-01-2011, 03:57 PM
Hi there again!
Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:

Download demo here:
http://quad-engine.com/public/pom.zip

Requires pixel shaders 3.0;

Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.

arthurprs
29-01-2011, 02:03 AM
Hi there again!
Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:
http://quad-engine.com/screenshots/parallax.jpg

Download demo here:
http://quad-engine.com/public/pom.zip

Requires pixel shaders 3.0;

Works smoth here, HD4200 onboard video.

Darthman
02-02-2011, 07:34 AM
Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.
There is one nuance. This effect apply only on pixels. Not Texels. So — no matter how much polygons. Matter how big screen resolution for all this.

Darthman
03-02-2011, 07:16 AM
Here it is. 1024x768 and my cheapy old radeon card gives me 111fps with the full screen of this effect:
http://quad-engine.com/screenshots/parallax2.jpg
I add FPS counter at window label. You can try it with yourself:
http://quad-engine.com/public/pom2.zip

Darthman
03-02-2011, 03:27 PM
And another one demo. More powerful and impressive I think:
http://quad-engine.com/screenshots/parallax3.jpg
http://quad-engine.com/public/pom3.zip

dazappa
03-02-2011, 11:11 PM
I get 100 FPS on the last one, very impressive -- although at least in this case, I'm sure you could improve the FPS by just having a 3d model, it's still quite amazing that it's generated from the image and looks so fantastic.

Darthman
04-02-2011, 11:53 AM
Maybe you right. But! But if we want to know that — we must make same scene in 3d and watch fps. Unlikely my way to create terrains very easy to use. Even with shadows. And at my desctop it gives me an impressive 900fps (thanks to 336 shader processors).
In other sight — quad is 2.5D engine from time I start to develop it. There is a lot of 3D engines. There is a lot of 2D engines. But I need very impressive 2D image for my games. I like 2D.
This is not "just a demo".... heeey, look how I can!!! NO :D This technique was developed for my game. And game can be look like this:
http://darthman.com/temp/screen_1.jpg
Notice that FPS is real and all gfx drawing with pretty small amount of code.

dazappa
04-02-2011, 07:05 PM
Beautiful! (Although I'm not too keen on the style of the bars on either side)

I believe what's holding my laptop back is the graphics card, unfortunately. If I'm only getting 100-130 FPS now, I imagine it'd be a lot lower with your final game. So while you might be able to sacrifice 800 FPS on your machine and still have it buttery smooth, my laptop would only be able to handle a drop in 40-70FPS before it starts looking choppy. (Where VSync is said factor, at 60hz)

I would love to see what other effects you put in though! (IE: dynamically lighting explosions)

WILL
05-02-2011, 08:02 AM
Oh wow. These graphics are amazing!

I kind of wish that this engine used OpenGL as well as or at least instead of. Especially considering that the new Delphi for Mac OS X is supposed to be coming out soon.

Darthman
07-02-2011, 12:02 PM
2dazappa:
About FPS — in this demo uses 1024x768 rendertargets for high-precission rendering. But in case if we want better performance, we can downgrade rendertarget size. We can make it 512x512 and it will bring you at least 2x Performance. But we still can do it 128x128. It will look crappy, but i promise more than 200fps ^_^ to you.

There are still lot of work to do. About dynamically lightning explosions and so on, but I like what I do. It's a great experience to me, because i didn't anything like that before. I think soon I'll show some other effects.

2WILL: thanks m8. I really hope that someone is intererested in my work. But I sad to disappoint u. Quad based on DirectX9 and nothing else. That's why it bring so high quality of result picture.

2All:
I make blog about quad (http://quadengine.blogspot.com/), but it's on russian. If someone interested in it, I can try to write in english too. But English is not my native language, so it's really bad ^_^.
Any suggestions?

Darthman
31-05-2011, 02:25 PM
Made some improvements and some shader tuning in last scene:http://quad-engine.com/screenshots/parallax8.jpg
And test with another textures:
http://quad-engine.com/screenshots/parallax8_1.jpg

So what wrong here? I Feel some kind of unreal things here.

chronozphere
31-05-2011, 04:27 PM
Beautifull effects. :D

Oh, wish I had time to mess with shaders. :(

Traveler
01-06-2011, 08:06 AM
That looks pretty good to me. Got a demo for us to try?

WILL
01-06-2011, 07:46 PM
Impressive. Will we be seeing the likes in the PGD Challenge (http://www.pascalgamedevelopment.com/content.php?226-1st-PGD-Challenge-Mini-Competition) come June 17th?

code_glitch
02-06-2011, 01:42 AM
Err, WILL you are joking right? I mean, I 'specialize' in 2D and only recently fixed up particle effects... ;) If all the entries turn out like this, you might not want to talk results to the PGD front page but rather to E3 and et cetera...

Darthman
02-06-2011, 06:12 AM
>>Oh, wish I had time to mess with shaders.
Why not? Just try it! I can help if needed. Just write me a message.

>>Got a demo for us to try?
I Will.


>>Will we be seeing the likes in the PGD Challenge come June 17th?
I I'll get time, sure. Why not?

code_glitch:
I specialize in 2d too. And quad is only 2d.

code_glitch
02-06-2011, 09:07 PM
It is????? Thats very fancy 2d stuff then. I do simplisisicisim or a word a lot like that.... :D

Darthman
03-06-2011, 06:07 AM
It's not a true 2d indeed. But water and terrain draws with single quad + single shader. There are some tricks that cause picture to look like 3d.

code_glitch
03-06-2011, 07:59 PM
Somehow I thought so... Shame it isn't open source - I for one would love to take a peek at those shaders and render code :D.

Anyways, great work. Hoping to see the quad engine flexing its muscles in the compo.

Darthman
05-06-2011, 07:33 PM
Here some for you:

Its IGDC #68 intro. Made by me with quad:
http://darthman.com/wip/tetris3.jpg

and here download:
Download (2mb) (http://quad-engine.com/public/igdc68.zip)

Darthman
15-08-2011, 07:18 AM
Quad-engine v0.2.0 goes public.
Headers and dll (http://quad-engine.com/public/quadengine020.rar)
Fontrender (http://quad-engine.com/public/fontrender.zip)
Colorpicker (http://quad-engine.com/public/colorsel.zip)

Usefull links:
Wiki (http://quad-engine.com/wiki)
blog (http://quadengine.blogspot.com/)

Demos:
IGDC68 intro (http://quad-engine.com/public/igdc68.zip)
TGame (http://quad-engine.com/public/TGame.rar)
POM (http://quad-engine.com/public/pom3.zip)
Ligth raycasting (http://quad-engine.com/public/Light.zip)
Quad Galaxian (http://file.kirson.ru/games/quadgalaxian.rar)

phibermon
15-08-2011, 06:49 PM
This is very impressive work! you have certainly surpassed my previous 2D efforts. I had implemented 2D soft shadows in a geometric manner by casting back-faces and calculating penumbra/umbra regions based upon the size of the light source. Is this similar to what you do or are you using a technique that's more akin to shadow-mapping?

Darthman
16-08-2011, 06:22 AM
Indeed. There is really great article about shadowcasting: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ check it out. It will helps a lot in understanding shader based technique.

phibermon
28-08-2011, 11:45 PM
ahh I see, so it's basically a per-pixel technique but distorting the texture to take advantage of parallel rays! very clever (but GPU heavy)

The original article I followed was on gamedev by Orangy Tang but it's not there anymore, but there's an implementation in D here :

http://www.incasoftware.de/~kamm/projects/index.php/2007/09/08/soft-shadows-2d/

So your technique is more like shadow-mapping and the linked technique is more like shadow volumes. Indeed, even having advantages and disadvantages similar to their 3D counter-parts.

It would be difficult to optimize the geometric technique using the GPU, but it does have the advantage of mathematically correct penumbra-umbra regions where as the image space technique is an approximation blur based on the distance from the light, but saying that, who cares? it looks great :D

The image space technique has the advantage that it doesn't need geometric information of the shadow-casters, it will work with any pixel data that's thrown at it.

I'd say that the geometric technique would be useful in the fact that it frees up a lot of GPU power for other effects/lower end cards. Shadow volumes are not favoured in 3D today because of high-poly geometry, it's too slow compared to shadow-maps.

But 2D? not an issue.

it would be interesting to see both techniques in quad :D I think they would both have their uses, the geometric technique would be far more useful in situations where you wanted to test if points/geometry are in shadow CPU side (for example think of a stealth MP game where you'd do this on the server without any hardware context) and the Image-Space technique can work well with things like particle systems (I bet you could do some funky stuff with partial shadowing, accumilated thru layers of semi-occluding smoke particles for example)

code_glitch
29-08-2011, 11:29 AM
I can certify that all that fanciness runs under wine like a dream - it has a few stub warnings etc but I ran your demo fine on ubuntu 10.10 x64 wit wine 1.3.26.

I do indeed like that demo and it runs smoothly on my ATI 4330 with wine and a lot of other stuff open. I don't know about a GMA 950 or similar but that was quite nice indeed. Thats some momentum in the quad engine you've got going it seems.

Darthman
05-09-2011, 03:02 PM
Thank you guys, sorry for long answer.

phibermon:
I will try to do a lot of features like this. Strong, beautiful and easy to use.

code_glitch:
Sound great. I do not have an ubuntu or something else. My testing machine is very strange for typical PC now. I test it on win7x64 notebook with 2 video cards: nVidia Quadro nvs4200 and Intel HD3000 (integrated in sandy bridge). But there is no linux 8)

BTW, 0.2.1 version is going public. 0.2.1 Headers and Library (http://quad-engine.com/public/quadengine021.rar). Also here is wiki and changelog: http://quad-engine.com/wiki/doku.php

BlooV
28-09-2011, 09:10 PM
I used a Quad Engine for game development on the part of the 72nd (http://igdc.ru/igdc_top.php?konkurs=72) contest IGDC (http://igdc.ru/news.php). Here's what happened: Quad Space Attack (http://bloov.blog.tut.by/files/2011/09/QuadSpaceAttack.rar).
To move use the arrow keys. For shooting, use the A / S. To turn off the effects of press E.
The game is simple. Made for 2 weeks. Some parts are not completed yet, such as no sound. In general, as it is :).
Quad Engine work has shown himself well. To use it simply, shaders, added just a line or two. There were a few bugs, but they have successfully corrected the author of the engine. In general, the engine is quite suitable for development.

And finally, a screenshot:

http://attachments-blog.tut.by/1338/files/2011/09/Scr_1.png

Darthman
17-10-2011, 07:20 AM
Updated to 0.2.2

0.2.2
Added

IQuadRender.SetAutoCalculateTBN Method
IQuadRender.CreateAndLoadFont Method
IQuadRender.CreateAndLoadTexture Method
IQuadRender.SetOnErrorCallBack Method
IQuadFont.SetSmartColor Method
IQuadFont.SetIsSmartColoring Method

Removed

IQuadRender.SwapRenderTargets Method
IQuadTexture.CreateFromI Method

Breaking changes

IQuadRender.CreateRenderTexture Method
IQuadRender.RenderToTexture Method

Darthman
18-10-2011, 06:01 PM
http://quad-games.com/temp/voidcredits2.jpg

Darthman
18-10-2011, 06:01 PM
http://quad-games.com/temp/voidcredits.jpg

Darthman
01-11-2011, 08:37 PM
For my game Void Story i used quad engine. This is what is likes:

http://www.youtube.com/watch?v=iZkl_iX8lSs

http://www.youtube.com/watch?v=2tynzXxJKBo

paul_nicholls
01-11-2011, 09:31 PM
looking great Darthman :)

I was curious, what did you use to create your online wiki documentation on your quad-engine.com site?

cheers,
Paul

Darthman
01-11-2011, 09:59 PM
oh, it's DocuWiki. You can find their button at bottom of the page.
http://www.dokuwiki.org/dokuwiki

paul_nicholls
01-11-2011, 10:20 PM
oh, it's DocuWiki. You can find their button at bottom of the page.
http://www.dokuwiki.org/dokuwiki

Thanks for the info :)

Darthman
27-02-2012, 07:23 AM
Great news everyone!
I have released 0.3.0 version of quad engine.
Library, headers, colorselector, quadshade and fontrender can be downloaded from here:
http://quad-engine.com/downloads.html

paul_nicholls
27-02-2012, 07:56 AM
Nice work! :)

WILL
04-03-2012, 10:28 AM
News post is coming soon! What's the main new things in this latest update?

Having a hard time loading the Quad-Engine website though. Are you having hosting/server issues?

Darthman
05-03-2012, 07:00 AM
Nope, it just loads in a moment for me. Maybe some DNS problems between our countries?
Latest update was first public version.
The new things to come is: new QuadShade Editor, Distance Field generation tool, distance field based fonts, C++ headers and many minor fixes and features.


Here new quadshade look based on my own text-edit component:
http://darthman.com/wip/mymemo5.png

paul_nicholls
05-03-2012, 08:15 AM
Nice! Sexy looking :D

code_glitch
05-03-2012, 04:52 PM
OMG - not more awesome looking stuff from the quad engine!?! How do you time-shift so well to get all that coded :)

Darthman
06-03-2012, 07:30 AM
paul_nicholls tnx, cheers!

code_glitch: yeah there are still problemm with time :D But I really like what I do and I keep going and going and going (like rabbit with enrgizer you know).

Darthman
13-03-2012, 11:52 AM
Some progress over QuadShade:
753

Cybermonkey
13-03-2012, 06:06 PM
Some progress over QuadShade:

Awesome! Your text-edit component is absolutely nice. Any chance for an open source version of that component? Maybe for Lazarus, too? 8)

Darthman
15-03-2012, 06:15 AM
Awesome! Your text-edit component is absolutely nice. Any chance for an open source version of that component? Maybe for Lazarus, too? 8)
Why do you need it? It now support only HLSL syntax highlight and hints. For other languages it needs at least another analizator class.

Cybermonkey
15-03-2012, 08:51 AM
Well, I thought it could be the starting point of a syntax highlight editor (component). On the other hand it would be nice if the component could read XML syntax files ... so one doesn't need to "hard code" the syntax highlight.

Darthman
15-03-2012, 10:16 AM
For the universe sadness there is no real way to do a cool syntax hightlight with autocomplete and other tasty things without hardcode. Or maybe you can do it, but development of such kind of component will took extremely long time.
Or maybe I'm wrong with it 8)
I give no guarantees but in the future there is a chance to go opensource. But certainly not now.

Cybermonkey
15-03-2012, 11:04 AM
I give no guarantees but in the future there is a chance to go opensource. But certainly not now.
Ok, good to know. Meanwhile I'll stick with TSynEdit ... ;)

Darthman
27-03-2012, 02:30 PM
0.4.0 is on the way. With C++ support, IQuadWindow interface, new cool TextOut methods and many more.
QuadShade now support CodeAssist with braces autocomplete, autospaces after some chars and more. Stay tuned.

WILL
27-03-2012, 08:52 PM
So does that mean we are going to be seeing the Quad-Engine used in the next PGD Challenge (http://www.pascalgamedevelopment.com/content.php?323-2nd-PGD-Challenge-Official-Announcement)? :)

Darthman
28-03-2012, 12:14 PM
If there will be interesting theme, then i'm in

Darthman
13-04-2012, 07:13 AM
Add many features including:
- smart tabs
- auto ident on new line
- shader compiling
- output compiler messages
- autopositioning of caret on error
- similar ident. highlight
and many more
810
Moving forvard to first release

Darthman
23-04-2012, 06:09 AM
819
http://quadengine.blogspot.com/2012/04/blog-post_7401.html#more

chronozphere
23-04-2012, 09:46 PM
First of all, impressive work! :)

But, rolling your own shader editor? Is that really worth it?
Unless it has great integration/WYSIWYG into your engine or something, I don't see the point. ???
I would mainly focus on rendering features and import functionality for all kinds of models/textures. People probably want to use their favorite tools to create assets, such as shaders.
Ofcourse, this is me being pragmatic. ;)

Darthman
24-04-2012, 07:17 AM
Exactly! QuadShade will have a lot of options and WYSIWYG preview on the fly. It means that this IDE will be most comfortable for quad.

Darthman
03-05-2012, 05:54 AM
Add support of new font interface. This interface draw pseudovector fonts with great scaling, antialiasing and outline effects on the fly:

http://3.bp.blogspot.com/--RgLT2ONup0/T6F4s7iEgII/AAAAAAAAARs/1o7KRva__Wk/s1600/8EQEmbItcOTsZNXUskGeULO8Mm89qNtKb-Z0RkFjPygU4kIisja14QUQyj2vKrk7rW4RdEk50aY.png
http://1.bp.blogspot.com/-YOwxOd-fCNM/T6F4pwntyWI/AAAAAAAAARk/C2d3xRDri7g/s1600/RGAtliAjuOELT2-m4bz-Mm9rSEtEu2pmktxUnWV0zXqzFFBW4ymJzqAew3oQxtK3UyOsW-9Fi0Q.png

This images rendered with only 512x512 texture for all 256symbols.

paul_nicholls
03-05-2012, 08:53 AM
Cool bananas (and other herbs LOL)!

Darthman
04-05-2012, 06:20 AM
What do you mean "bananas and herbs"? :D

paul_nicholls
04-05-2012, 06:47 AM
"Cool bananas" is a phrase I have heard some people say when something is neat :)
I just tacked on the herb part as a banana is technically a type of herb LOL

Very confusing and obscure I know! :D

Darthman
10-05-2012, 01:25 PM
Some Battlefield3 like font rendering with new vector fonts:

855

pstudio
10-05-2012, 08:25 PM
Is there a glow around the font? It seems a bit blurry/unsharp.

Darthman
11-05-2012, 05:47 AM
Yes there is. White font and blue glow.

Original size:
http://igdc.ru/forum/attachments/bf3-like.png

Darthman
04-07-2012, 12:15 PM
QuadEngine now have it's own original selfmade ttf font:
http://3.bp.blogspot.com/-93fAX8l3kHA/T8kdX2CtPlI/AAAAAAAAATQ/9_0hkDqxO0U/s1600/ikym-UhSfp9S5u5LEPkU97O35UzoOjx7LXbazejTVnHq5-gXSjzHOsfoZSt73mdkYEZx5ysT3RY.png
http://2.bp.blogspot.com/-Pg04intb_bQ/T8u57vQCipI/AAAAAAAAATo/g_GgLxUMlO8/s1600/llkY_581X32v0D0frluc-phBkGbRmXWkf5atuSRnbiwGWh4NazLFr5vpJB_h0zegmFtb-0yenBk.png

Darthman
17-01-2013, 07:03 AM
Shattered Void

Hi there! I wrote this small prototype using latest quad-engine in 8days. Here it is with full sourcecode:
http://quad-engine.com/temp/Darthman.rar


http://quad-engine.com/temp/Darthman1s.jpg (http://quad-engine.com/temp/Darthman1.jpg)
http://quad-engine.com/temp/Darthman2s.jpg (http://quad-engine.com/temp/Darthman2.jpg)
http://quad-engine.com/temp/Darthman3s.jpg (http://quad-engine.com/temp/Darthman3.jpg)
http://quad-engine.com/temp/Darthman4s.jpg (http://quad-engine.com/temp/Darthman4.jpg)


www.youtube.com/watch?v=3ASrLccnPDA


http://www.youtube.com/watch?v=3ASrLccnPDA

Keyboard:
Cursor arrows - move
Control - shoot
Escape - menu

Gamepad: (Only XInput compatible)
Left stick - move
Right trigger - shoot
Start - menu

paul_nicholls
17-01-2013, 09:06 AM
1) How did you make the sefl-made ttl font?
2) The prototype looks good, I will try it ASAP :)

Darthman
17-01-2013, 02:21 PM
>>1) How did you make the sefl-made ttl font?
It's not diffucult, but takes a lot of time. Made it with curves in free ttf editor.

>>2) The prototype looks good, I will try it ASAP
Hope you like it.

paul_nicholls
19-01-2013, 01:57 AM
One last question :D what was the ttf editor you used?

BTW, the game worked well on my machine...one thing was that it took quite a while to show the game when loading up.

Also, in windowed mode, it appeared at the top left of my monitor with a small gap at the top left of the game window.
I did also notice that the fullscreen game started off with enemies at different positions compared to the window version for some reason.

Keep up the great work mate :)

Darthman
20-01-2013, 12:59 PM
>>One last question what was the ttf editor you used?
Type Light 3.2

paul_nicholls
21-01-2013, 05:14 AM
>>One last question what was the ttf editor you used?
Type Light 3.2

Thanks mate :)

WILL
21-01-2013, 05:20 PM
For some reason the video wasn't showing in the post. Only the link.

Here is my attempt...


http://www.youtube.com/watch?v=3ASrLccnPDA

Edit: Ok it worked, but I'll leave this one here so it's more visible! :)

BTW have you ever heard of Steam's Greelight project? I think you would do well on Steam as an indie Mr. Darthman! http://steamcommunity.com/greenlight/

Darthman
22-01-2013, 02:10 PM
Already have Steam Greenlight Submission Fee paid :D
I have 3 projects for it:

Battery Eater 3
Void Story
Blast-off


cheers

WILL
23-01-2013, 05:26 PM
Did you post them yet? When you do, you should post links here so we can vote them up! ;)

Darthman
18-02-2013, 08:11 AM
No I didn't yet.
But Void Story will be published and then developen "on the fly" cause it will be free.

Darthman
07-03-2013, 12:34 PM
Quad engine goes 0.5.0 (http://quad-engine.com/public/quadengine050.rar)

Darthman
20-03-2013, 08:37 PM
Hey guys, is there anybody who use C# for gamedev? Can anybody test and give me some advices about my C# header for quad engine?

Darthman
03-05-2013, 04:20 PM
0.5.2 has been released.

New weight-independent lines, screenshot capturing and many more.

Your projects now in showcase (http://quad-engine.com/showcase.html)

Darthman
05-05-2013, 09:06 PM
Game below written by quad-engine user Bloov.


Conway's game of life developed by using pixel shaders.
Also developed modification with dying cells (cells dying after some number of generations).

Some clickable images:
http://attachments-blog.tut.by/1338/files/2013/05/2-300x168.png (http://attachments-blog.tut.by/1338/files/2013/05/2.png) http://attachments-blog.tut.by/1338/files/2013/05/4-300x168.png (http://attachments-blog.tut.by/1338/files/2013/05/4.png) http://attachments-blog.tut.by/1338/files/2013/05/5-300x168.png (http://attachments-blog.tut.by/1338/files/2013/05/5.png)

Video:

http://www.youtube.com/watch?v=3WIqsGy94yQ

Controls:
+/- - show/hide help
E - enable/disable additional effects (glow and some kind of aberration)
S - classical Conway's game of life
D - modification of game of life with dying cells
Q - draw Quad Engine logo
V - draw the vertical line
H - draw the horisontal line
C - clear the screen
Space - pause game
LMB - draw on screen
RMB - erase on screen

Link (http://sdrv.ms/125lSuF) to download (with source code).

SilverWarior
06-05-2013, 02:49 AM
WOW!
That looks verry cool

de_jean_7777
06-05-2013, 06:51 AM
Looks awesome, and fractaly :D

Darthman
06-05-2013, 08:53 PM
And more of games and demos based on quad:

http://www.youtube.com/watch?v=d09W5HOFHt0

Darthman
24-10-2013, 07:42 PM
And some more:

http://www.youtube.com/watch?v=etdwbxm_TzA

http://www.youtube.com/watch?v=3sQX_X-j0mY

We will be happy to see you on our facebook (https://www.facebook.com/quadengine), indiedb (http://www.indiedb.com/company/quad-games)or twitter (https://twitter.com/Quad_Games).

Super Vegeta
24-10-2013, 08:12 PM
The second demo looks nice. Keep up the good work. :)

Darthman
15-11-2013, 10:41 AM
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

Darthman
30-06-2014, 08:27 AM
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

farcodev
05-07-2014, 03:20 PM
Damn, keep it up! :)

Darthman
04-08-2014, 06:11 PM
0.6.2 has been released.
Freepascal is now supported.
http://quad-engine.com/

Darthman
25-09-2014, 01:11 PM
Is there any reason to do Quad-engine opensource?

phibermon
25-09-2014, 08:42 PM
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.

Darthman
29-09-2014, 12:09 PM
So starting today Quad-engine goes OpenSource:

https://bitbucket.org/Darthman/quad

paul_nicholls
29-09-2014, 12:41 PM
very generous :)

Darthman
08-07-2015, 09:12 AM
New version has arrived. 0.7.0 (Agath)

Fixed:
Fixed bug with DistantField and Camera on shader model 3.0
Rotate & translate fix. Now camera rotate around screen center after translation instead before.
Scale fix. Now Scale does changes while rotate camera.

Modified:
Updaded demos.
Modify "ChangeResolution" for changing both virtual or physical resolution
Dramatically increase performance of SinCos by replacing with FastSinCos
Set DPI aware mode on by default;

Added:
Added Library version control.
Added two new events to the window, OnActivate and OnDeactivate.
Demo05 "Cursor and Camera" added.
Demo6 added. Deffered shading.
Added methods SetAngle and SetPosition the IQuadCamera.
Added file-recognition by file header instead of extension.
Added ResetDevice when changing resolution.
LoadFromStream added.
DDS texture format added.
Add TVecXXCreate function for older version of Delphi (2009-) instead of class operator.
New inline help added.
Library load check added.
Added AssignTexture method.

Breaking Changes:
QuadColor: Changed "Create" to "CreateB" because of implicit conversions.

Darthman
09-09-2015, 12:22 PM
Update demo:
1370