Cool, video and screenshots in that thread look really impressive.

I tested compilation under Linux: You need to remove Windows from nxPath uses (to have TPoint type defined, you better use cross-platform Types unit instead). Then everything compiles fine under Linux (including nxNetwork based on synapse). (Well, besides nxDX, but that's obviously expected ).

Note about your nxGL.pas LazOpenGLContext notes: if you need to use OpenGLContext unit (for TOpenGLControl), then you *should* have to add LazOpenGLContext into required packages. There's no "workaround" for this (not a clean one at least), this is by design In practice, you may distribute Lazarus package (.lpk file) for your engine, and make your engine package require the LazOpenGLContext package. Then developers will be able to easily use your engine as Lazarus package, and the required LazOpenGLContext will be automatically pulled by dependencies.

This is what I use for my engine, and it works without problems

Yes, let us know when a demo will be available