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  1. Prometheus Google Code

    Just thought about how to make a more standard way of distributing the Prometheus source to everyone out there, and just worked it out: Google code.

    I will post when I have completed the first proper release of Prometheus, but until then all that will be hosted are the 0.1.2e Core and 0.1.6e Vid units. Note that I have added the e at the end to stand for extended as they are pretty much exactly the same as regular 0.1.2 and 0.1.6 versions but have some added functionality.
    ...

    Updated 14-10-2010 at 08:17 PM by code_glitch

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  2. Prometheus TTF

    Writing the font support procedures and functions into Prometheus_Vid unit now. Just wondering whether people would prefer:

    Code:
    Load Font -> variable
    Drawtext (x,y, font, text)
    or

    Code:
    Loadfont(fontname, source)
    DrawText(x,y, fontname, text)
    They're similar, but one uses a library and the other uses a specific font variable... Any thoughts? At this point I'm leaning towards the former option, but ...
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  3. Prometheus gets anti-aliasing, improved initialization, scaling and rotations...

    Just got some more work in the prometheus interface. Added basic support for Scaling surfaces, rotating them and selectable levels of anti-aliasing/quality. Finished a sample program of the new prometheus interface and here it is: (most of it is comments though)

    Code:
    program PromVTest;
    
    uses
    	Prometheus_Vid,
    	sdl;
    
    var
    	Image: pSdl_Surface;
    	
    begin
    	//init stuff
    	sdl_init(sdl_init_everything);
    ...
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  4. Project Prometheus Kicks off...

    As a few will know, I am starting a new set of units for better user friendliness, called the Prometheus Project (thanks for the great name WILL). Just thought, I' get some opinions on how easy you would say this looks to understand as a newbie. Code below of the first demo program of getting an image up on the screen with transparency enabled:

    Code:
    program PromVTest;
    
    uses
    	Prometheus_Vid,
    	sdl;
    
    var
    	Image: pSdl_Surface;
    ...
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