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    Tripping The Class Fantastic (7)
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  • Recent Tutorials

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    Tripping The Class Fantastic: State Machines 

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    AthenaOfDelphi
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    Published on 20-04-2014 08:00 PM
    1. Categories:
    2. Tripping The Class Fantastic

    State Machines

    This is not going to be a complete history of state machines and it certainly won't be a definitive guide to them... what I hope it will be though is a primer for anyone who isn't familiar with the concept.
    ...
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    Tripping The Class Fantastic: Programs Within Programs 

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    AthenaOfDelphi
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    Published on 23-08-2013 08:00 PM
    1. Categories:
    2. Tripping The Class Fantastic

    Programs within programs...

    Sounds a bit like scripting to me!

    Well, it may do and if you mention scripting on the forums you'll run into a number of suggestions for scripting engines. But what if you don't need the full on complexity of a scripting engine? What if you just want simple things?
    ...
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    Up is down - Baremetal Programming & Pascal as Low As It Gets 

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    code_glitch
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    Published on 03-12-2011 03:51 PM  Number of Views: 28190 

    In the lead up to the next propper tutorial I am planning to post - to do with linux and a lot less layers of code between the programmer and the bare silicon of the platform I came across an old, derelict project of mine which I had once dubbed HeliOS - and as you may have guessed by the CaMeLcAse there its an OS which just happened to fit in with the word helios - the sun god/deity. Reading through brought back the memories of coding and the question of 'how much faster would it be, if the program ran alone on the computer?'. An OS dedicated to running native pascal code. Shiny.
    ...
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    Application Planning & Design - The quick 101 

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    code_glitch
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    Published on 04-11-2011 09:03 PM  Number of Views: 24468 
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    Now, after some delays and internet dropouts, this is finally in the correct section - enjoy

    Now, roughly a week ago I wrote this: http://www.pascalgamedevelopment.com...planning-stage and I got roughly a tonne and a half of feedback so I'll now write up a quick sequel based on feedback and for completions' sake.

    Thats one of the reasons WHY you'll want to be doing some planning. Here HOW.

    I am myself, a pen and paper person. So I'd grab a notebook, and start off with a list, in order, of what the program to do - it ...
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    Application Architecture Design AKA The program planning stage 

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    code_glitch
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    Published on 27-10-2011 09:39 PM  Number of Views: 22186 

    So, I felt guilty about losing all the source files for my pong tutorial, and right now, I loathe rewriting it all with everything going on - SO I thought I might put up a little tidbit of mine that has helped me get to a propper, working and finished program with less frustration, the answer of course ...
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    TileD CSV Map Loading with Prometheus (Alternate & Obsolete way) 

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    code_glitch
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    Published on 07-04-2011 06:27 AM

    First a little updated word that this is now OBSOLETE in the most part - prometheus has since been re-written to not use SDL at all as well as many architectural changes for better performance, this will be updated as soon as the rewrite is complete - the source for this in the SVN repository at sourceforge is under the GEN1/ Directory. Sorry for any inconvenience

    A little while ...
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    Tiled CSV map loading (with ZenGL) 

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    dazappa
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    Published on 03-04-2011 08:05 PM
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    I got a request recently to do a tutorial on how I load Tiled maps, and well, how could I refuse? Tilemaps are some of the most basic systems for maps, and relatively painless to implement. There are unfortunately, a number of caveats and some issues which this specific tutorial will not cover.
    ...
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    Tripping The Class Fantastic: Multi-threading Part 1 

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    AthenaOfDelphi
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    Published on 24-12-2010 09:10 PM
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    2. Tripping The Class Fantastic

    Multi-threading Part 1

    Welcome to another of my articles. This time its multithreading. A topic which seems to fill a lot of programmers with dread, but if used properly it can produce some great results. Traditionally it was the realm of high end servers with multiple CPU's, but with the big two now producing multicore chips that are accessible to gamers, this is a topic which will soon become something every games developer should be considering.
    ...
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    Tripping The Class Fantastic: Versioned Data Storage 

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    AthenaOfDelphi
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    Published on 19-12-2010 12:00 AM
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    2. Tripping The Class Fantastic

    Versioned Data Storage

    Hi and welcome to another of my articles. This time around I'm going to be covering a couple of topics. The first is pretty obvious from the title... versioned data storage, or to be specific, a simple method of allowing your software to provide a level of backwards compatibility with older versions of its data whilst simultaneously allowing it to update the store to reflect the format of the latest version *Deep breath*
    ...
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    Prometheus Video - A brief overview [0.2.1] 

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    code_glitch
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    Published on 13-12-2010 01:13 PM
    1. Categories:
    2. Game Projects,
    3. Developer Tools,
    4. Game Libraries

    As of version 0.2, there are two twins of each release of prometheus: a stable sdl based branch and its counterpart - the unstable but high performance twin written in OpenGl. I have adopted this practice to better suit the needs of users of Prometheus. If your code is slow, try the OpenGl version. If it crashes, try the Sdl version.

    Of course, if I am to release Prometheus successfully, I will need a wealth of documentation and tutorials. That is work; almost as much as thinking up what prometheus should do and what beginners would want to do along with how to achieve it. Thus development is slow. However, I hope to enlighten the community to the current progress of the Video unit that has been my main focus so ...
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    Tripping The Class Fantastic: Basic Optimization 

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    AthenaOfDelphi
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    Published on 12-12-2010 12:00 AM
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    2. Tripping The Class Fantastic

    Basic Optimisation

    Its been a rough day at work and out of the blue, I decide I'm going to write an implementation of Conway's Game of Life. I've written one with practically every other Pascal compiler I've used, but never with Delphi.
    ...
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    Tripping The Class Fantastic: Introductory Quickie 

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    AthenaOfDelphi
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    Published on 04-12-2010 10:52 AM
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    2. Tripping The Class Fantastic

    Welcome to Tripping The Class Fantastic

    Welcome to the first of what I'm hoping will be a fairly regular programming column. I'm not going to stick with one subject, I'm going to try and cover a variety of topics, some will be more detailed than others but they will all be based on my personal experiences.

    So who am I and what qualifies me to write about software engineering? I guess a lot of that is answered by the interview Eriken did with my partner in crime and I. In terms of employment, at the moment, by day my official job title is 'Research and Development Engineer'... sounds good, but translated... I write software to control and manage cash handling/ticketing machines (Tools- Delphi 7, MySQL and others), I assist with the development of prototype machines (Tools- soldering iron, screwdrivers, nut runners, crimp guns and a bag full of other bits and pieces) and most enjoyable of all, I get to go out on site and repair/upgrade machines (Tools- patience, mobile phone, and a nice fast company car). By night however, I work on The Outer Reaches. A multiplayer browser based space strategy game that runs entirely on our own web server platform.

    I've been a software engineer full time since 1995, prior to that I was doing contract work whilst studying Computer Science. I don't consider myself to be a guru, so I may make mistakes. If you spot one, please let me know and lets have a chat about it. Only by realising your weak points can you fully understand what you need to learn.

    If you have any questions or comments (or, heaven forbid, you find an error) you can drop me a mail at athena at outer hyphen reaches dot com.

    So, introductions over, I'm going to start off with a short ...
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    Artillery Game Tutorial - Part 4: Ready, Aim, Fire! 

    by
    WILL
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    Published on 05-11-2010 08:06 PM
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    Introduction

    Hello again! I'm back with another installment of my tutorial. This time I will be getting into the most important part of the whole game; The aiming and firing of the tank's gun.
    ...
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    Artillery Game Tutorial - Part 3: Placing The Tanks 

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    WILL
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    Published on 08-10-2010 03:26 PM
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    Introduction

    As promised I will now show you how we place our tanks on our battlefield. However, to do this nicely there are a few things we should consider.
    ...
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