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Thread: Phoenix 2D Game Engine V1.0

  1. #1

    Phoenix 2D Game Engine V1.0

    I'm pleased to announce that version 1.0 of the Phoenix library is released!

    Phoenix is built to be cross platform (I only have the possibility to test in win32 through), cross compiler (FPC, Delphi 7 and Turbo delphi) using OpenGL for hardware accelerated rendering.

    Phoenix contains components for:
    • Cross platform screen handling using GLFW
      Blocking and threaded timer.
      Image loading and displaying.
      Animation
      Font rendering, can import from BMFont and Font Studio 4
      Sprite engine
      GUI controls
      Logging system
      Linear and cubic paths
      Input using mouse, joysticks and keyboard
      Resource and package system for one file distribution
      Sound enginge using OpenAL
      Delphi like canvas functions
      Collision engine with support for rotations and polygons
      Advanced particle engine with effects


    The engine comes with 14 demos showing some of the functionallity of the engine as well as editors for images, fonts, packages, gui and animations.





    http://www.phoenixlib.net
    http://www.phoenixlib.net/files/Phoenix_070814.zip
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  2. #2

    Phoenix 2D Game Engine V1.0

    Excellent news, Andreas! I'll have to test it out in a little bit.

  3. #3

    Phoenix 2D Game Engine V1.0

    Excellent!

    Bumped to a newsitem!

  4. #4

    Phoenix 2D Game Engine V1.0

    Looks awesome!

    I will see if it is best than asphyre3
    From brazil (:

    Pascal pownz!

  5. #5

    Phoenix 2D Game Engine V1.0

    Hi Andreaz :-)
    This looks great

    One small thing, I did notice that the screenshot of the sprite demo seems to have small rectangle (or line) artifacts around the enemy sprites (bottom and sometimes sides)...

    Is this just because of the screenshot taking, or is there a bug with the sprite drawing sometimes?

    cheers,
    Paul.

  6. #6

    Phoenix 2D Game Engine V1.0

    It is antialiasing the blank pixels on the side of the image. Padding, or texture clamping can/will fix that. DirectX does it too, so it's library independent.

  7. #7

    Phoenix 2D Game Engine V1.0

    Thanks Robert, that makes sense :-)
    cheers,
    Paul

  8. #8

    Phoenix 2D Game Engine V1.0

    Hmmm, now would be a good time for me to try to decide whether to use this one or Jedi SDL
    --MagicRPG--

  9. #9
    Co-Founder / PGD Elder WILL's Avatar
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    Phoenix 2D Game Engine V1.0

    Nice work so far. I checked out some of the demos and test apps.

    Most would compile using Lazarus without any setup what-so-ever, Bravo!

    Had issues with 2 demos though;

    - Fonts demo for Lazarus seemed to have messed up project files and wouldn't build.
    - Components demo compiled ok. It seemed to start up ok, but crashed and closed it's self shortly after starting up. Here is the log file generated:

    Code:
    1:01 phxBase: Initializing Phoenix...
    1:01 phxBase: Phoenix version: 1.0
    1:01 phxBase: Phoenix build  : 2007-08-06
    1:01 phxScreen.init: Initializing GLFW.
    1:01 phxScreen.init: GLFW version: 2.5.0
    1:01 phxTexture: Creating FreeImage texture loader.
    1:01 phxTexture: FreeImage version: 3.9.2
    1:01 TPHXScreen.Open: Opening the window: 800x600 WINDOWED
    1:01 TPHXScreen.Open: Initializing OpenGL.
    1:01 TPHXScreen.Open: OpenGL vendor    : ATI Technologies Inc.
    1:01 TPHXScreen.Open: OpenGL renderer  : RADEON XPRESS 200M Series SW TCL x86/SSE2
    1:01 TPHXScreen.Open: OpenGL version   : 1.4.5220 WinXP Release
    1:01 TPHXScreen.Open: OpenGL extensions: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control 
    1:01 TPHXImage.LoadImage: Loading image: background.png
    1:01 TPHXTextureManager.BuildTexture: Texture size 256x256 (2048) Format GL_RGB
    1:01 TPHXImage.LoadImage: Loading image: Save Picture.png
    1:01 TPHXTextureManager.BuildTexture: Texture size 32x32 (2048) Format GL_RGBA
    1:01 TPHXFont.LoadFont: Loading font: Arial16.phxfnt
    1:01 TPHXTextureManager.BuildTexture: Texture size 128x128 (2048) Format GL_RGBA
    1:01 TPHXTextureManager.BuildTexture: Texture size 512x512 (2048) Format GL_RGBA
    1:01 TPHXComponentEngine.LoadFromStream: Loading gui from stream...
    Once you've fixed these please let me know, I'm making up a small spotlight video of the library to show off on my PascalGameDev channel on YouTube. (Random impulse, and it required very little of my time. )


    Oh and I'd recommend that you also setup a small Font/GUI Skin repository for users of your library to contribute to and access openly. It might help build a little sub-community around the library. Plus it'll make new people to the library have more than zero options when trying out your components unit.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  10. #10

    Phoenix 2D Game Engine V1.0

    Quote Originally Posted by paul_nicholls
    Hi Andreaz :-)
    This looks great

    One small thing, I did notice that the screenshot of the sprite demo seems to have small rectangle (or line) artifacts around the enemy sprites (bottom and sometimes sides)...

    Is this just because of the screenshot taking, or is there a bug with the sprite drawing sometimes?

    cheers,
    Paul.
    There's a white border around every sprite in the spriteset, to make it easier to define the patterns in the editor, this is what's showing, and it's fixxed easilly by making thoose parts transparent.

    Quote Originally Posted by WILL
    Nice work so far. I checked out some of the demos and test apps.

    Most would compile using Lazarus without any setup what-so-ever, Bravo!

    Had issues with 2 demos though;

    - Fonts demo for Lazarus seemed to have messed up project files and wouldn't build.
    - Components demo compiled ok. It seemed to start up ok, but crashed and closed it's self shortly after starting up. Here is the log file generated:
    Lazarus is extreemly good to mess up project files in my experience, the font demo compiled and worked when i tested it yesterday.

    The fault in the components is harder throught, it seems that for some reason fpc reads something differently then delphi, the error that occurs is that a string read gets a length thats longer then the length of the streem. Wich ofc doesnt happen in delphi (meaning that the offset in the stream is wrong at that location)

    However once more I'm struck with the great thing that is lazarus, when stepping into
    Code:
    procedure TPHXContainer.LoadFromStream(Stream: TStream);
    the debugger crashes. Bah, sometimes i get the urge to unistall laz and fpc from my computer permanently :O

    Quote Originally Posted by WILL
    Once you've fixed these please let me know, I'm making up a small spotlight video of the library to show off on my PascalGameDev channel on YouTube. (Random impulse, and it required very little of my time. )
    I'll try to track down the gui error today, even throu it seems i have to log every component that's loaded via the console...

    Quote Originally Posted by WILL
    Oh and I'd recommend that you also setup a small Font/GUI Skin repository for users of your library to contribute to and access openly. It might help build a little sub-community around the library. Plus it'll make new people to the library have more than zero options when trying out your components unit.
    Not that it's any work generating fonts using the included tools, but could create a few more (3 fonts in the various demos atm)
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

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