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  • Recent Blogs

    Cooler

    Support for Vertex/Index Buffers

    [COLOR=#241E12][FONT=aktiv-grotesk][SIZE=2][FONT=arial]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...

    Cooler 23-05-2022 08:08 AM
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  • Recent Tutorials

  • code_glitch

    Up is down - Baremetal Programming & Pascal as Low As It Gets 

    by
    code_glitch
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    Published on 03-12-2011 02:51 PM  Number of Views: 26769 

    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.
    ...
    Read More Read More 5 Comments

    Application Planning & Design - The quick 101 

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    code_glitch
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    Published on 04-11-2011 08:03 PM  Number of Views: 22682 
    Article Preview

    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 ...
    Read More Read More 11 Comments

    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: 20771 

    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 ...
    Read More Read More 9 Comments

    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 ...
    Read More Read More 11 Comments

    Prometheus Video - A brief overview [0.2.1] 

    by
    code_glitch
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    Published on 13-12-2010 12:13 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 ...
    Read More Read More 1 Comment
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    “Delphi & C++Builder : low code par conception !” dans le magazine “Programmez!” HS 7 (mai 2022)

  • Latest Forum Topics

    Jonax

    Ponx - High DPI aware PONG style game for Linux

    Thread Starter: Jonax

    During the coding of Grayout, a floodfill style game, I became aware of the high DPI monitor problem. Well, it's a problem for the unaware programmer,

    Last Post By: SilverWarior Today, 01:14 AM Go to last post
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