No problem. I wanted to touch a bit on some of the major parts so readers could get an idea of the range and depth of the engine. I would like to round out things with a list of all the classes available in the SDK.

  • TPGObject
  • TPGObjectList
  • TPGDLL
  • TPGActor
  • TPGActorList
  • TPGActorScene
  • TPGAIState
  • TPGAIStateMachine
  • TPGAIActor
  • TPGEntity
  • TPGTimer
  • TPGDisplayDevice
  • TPGApplication
  • TPGAudio
  • TPGAudioPlayer
  • TPGList
  • TPGSparseArray
  • TPGSQLQueryBuilder
  • TPGDatabase
  • TPGDatabaseTable
  • TPGFont
  • TPGFontStudio
  • TPGGame
  • TPGRenderDevice
  • TPGTexture
  • TPGSurface
  • TPGPolygon
  • TPGPolyPoint
  • TPGSprite
  • TPGImage
  • TPGBezier
  • TPGHighscore
  • TPGInput
  • TPGIPCServer
  • TPGIPCClient
  • TPGMath
  • TPGNet
  • TPGPersistentObject
  • TPGLogFile
  • TPGConfigFile
  • TPGStream
  • TPGMemoryStream
  • TPGFileStream
  • TPGExeResourceStream
  • TPGArchive
  • TPGUnzipArchive
  • TPGIniFile
  • TPGXML
  • TPGStarfield
  • TPGTestCase
  • TPGGraphicalTestCase
  • TPGTestCaseMenu
  • TPGStartupDialog
  • TPGMenu
  • TPGUtils
  • TPGDirList
  • TPGExeMod
  • TPGPersistence
  • TPGPlugin
  • TPGPluginManager
[br]Some things I did not yet mention was support for making game plugins, doing test cases, the game framework, the basic menuing system, XML support, configuration file support, various stream types, math routines, directly modifying exe data and much more. ECOM allows it to work with all 32 bit versions of Delphi, C++ Builder 2010. There is even a API layer exposing the major features of the engine allowing easier bindings for other languages. Out of the box comes bindings for Delphi and C++.