I am not sure we are talking about the same thing. The dependencies I want to avoid are dependencies of large additional libraries, especially those that don't exist on all platforms. A package tightly integrated with some huge Delphi framework might take ages to port. If it uses a lot of Win32 calls, it can be complicated to replace that with something else (unless there is a well defined interface so there is only one place to make limited changes). If I can compile and run simple demos using only the package itself plus OpenGL, then it is pretty much perfect.
The inspiration to the post came from the Box2D port you mentioned. It should be so right, but what I saw was a lot of porting work I had to do, for something I didn't even know if it worked properly. Coding in the dark is rather scary.
However, Windows OpenGL code is no problem at all. Pretty much effortless.
I do understand C/C++ code, and port (and to some extent - more often that I'd like - write) such code pretty much on daily basis. I have ported a lot of headers and code. But if someone has a comprehensive and complete API for FPC, then it would be a pity to be without just because I didn't know about it. My main target right now is to work from Chipmunk's C demos with the FPC headers... but maybe someone else had something similar, I thought.
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