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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
Just published a new version of Astral Towers game which is built on the 4-th generation API of my Apus Game Engine (Engine4). The game works under Windows and Linux and uses SDL2 library for system management and input processing. The engine's revision used in this game is published at GitHub as Engine4-r1