Welcome to PGD
If this is your first visit, be sure to check out the FAQ by clicking the link above. You have to register before you can post.
If you have recently signed up, please make sure you log in so that your activity is registered. This is required for automatic promotions to work and to ensure your account is not deleted during the registration process.
AthenaOfDelphi
Added support for vertex/index buffers to the engine. Yes, yes, until now there were no GL buffers support in the engine - the geometry was always drawn directly from memory. This may seem strange, because everywhere they write that it is absolutely necessary to use OpenGL buffers for performance reasons. But in practice, everything worked quite fine without buffers - even on mobile devices. To check this out I wrote a small demo that draws a million triangles in a frame. On an old ...
MessageScene Are you familiar with application.MessageBox() or ShowMessage()? I found that in every game I have to implement similar functions to show a message or confirm something. Now it is built into the engine: use TGameApplication.ShowMessage/Ask/Confirm to show a message dialog. Font inheritance In past few UI widgets has their own font property: Button, Label, EditBox, ListBox, so each element must be configured separately. Now "font" ...
What's new in the Apus Game Engine: Texture arrays. A texture array is similar to a 3D texture, but the array elements are indexed using integers. Texture arrays are useful for rendering objects with skins, tiles, etc. These arrays are more convenient and natural than texture atlases. Manual mip-maps. Previously, the engine only supported auto-generated mip-map levels. Now the number and content of mip-levels can be set manually. It's especially convenient for visual debugging. ...
I've launched a fundraising campaign to publish Astral Masters game on Steam. Now it's 70% done! https://planeta.ru/campaigns/166321
3D support has been brought into the engine! Added a couple of projects on 3D theme, including projection shadows (shadow map): In principle, 3D rendering was possible in the past - the engine did not interfere with this, but did not help either (except the camera/projection helpers). Now more and more functionality commonly used for rendering 3D scenes is gradually transferred to the engine, so no manual OpenGL calls are required. Currently, there is not ...
Updated 07-09-2021 at 12:13 PM by Cooler (category)