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  1. #1
    Well I will wait for a stable release. There is a dead game engine which may come handy for you S2DL for making game states engine and collisions.

    Goodluck!

  2. #2
    PGD Staff code_glitch's Avatar
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    Man looking at that makes me grin - I have the bases covered from other engines in Prometheus. Heading towards a stable release soon by the looks of it (I reckon around r65 or so).. At the moment, its mainly bug fixing since I removed a LOT of sdl garbage for OpenGl so now everything is like wtf I was using that sdl resource now its gone... So its along the lines of whipping up some super simple test programs like this:
    Code:
    program TestApp;
    
    uses
        Prometheus_Vid,
        crt;
    
    var
        Dat: Image;
        c: Int64;
    
    begin
        PrometheusVid_Start();
        CreateWindow(800, 600, 32);
        
        UpdateWindow();
        
        Dat.Load('Data.png');
        
        c := 0;
        repeat
            c := c + 1;
            Dat.Resize(c, c);
            Dat.Rotate(c);
            Dat.Draw(110, 110);
            UpdateCanvas();
            ClearCanvas();
            delay(10);
            until c >= 1000;
            
        writeln('DONE');
    end.
    Lucky prometheus makes them short XD. Oh and cheers for the pointers to that source - some interesting stuff in there that may just find its equivalent functionality added to prometheus somehow... And thanks for the luck - will definitely need lots of that too.

    If you're going meego, perhaps look into Zengl. From what I have heard that will compile on just about anything with a CPU and a decent OS (not to say anything it doesnt compile on yet is not decent) if you don't mind the complexity. Otherwise Prometheus could handle your basic functionality but multitouch is one I need to implement. Might be difficult though, since current event handlers are sdl (under I re-write them haha) and that is not multitouch

    cya round on the forums I guess. Back to work time.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #3
    PGD Staff code_glitch's Avatar
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    Still not many prometheus users, but I use it so I might as well publish my code... Just thought I'd let the community know of some upcoming features in prometheus:

    -Layer & Tile properties in Map variables
    -Implementation of all variables in Map variables for full support
    -A new XFont which pre-renders characters from a TTF file for that extra speed boost! YAAA! Good thing here is we can do it all on the fly so we don't need a conversion utility outside your program, although I can make one if required
    -In order to get s very small speed boost, a cache system is being added to Maps so that if your data reads 5 5 5 5 5 5 5 Prometheus only searches tilesets once rather thatn 7 times, although it purely depends on the map... Although the next step is to render the same tile everywhere: Ie. All tile code 5 rendered then 6 then 7 rather than sequentially by position. This, of course, will have switchable modes.
    -Sdl code is being phased out some more, and hopefully will now be removed from resource loading in favour for code based on andrus amazing zengl, window code to follow.
    -Extensions to the window creation system will let you have full screen, resizeable, named, iconed and themed windows with/without borders and etc...
    -And last but not least I may release a snapshot of the new OpenAL Prometheus_Audio depending on whether the bugs get fixed.

    So all in all, a dabble more than your regular update, and in my mind a well earned refresh for Prometheus. All this in the next few days to 2 weeks at the latest. Hoorah!
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by code_glitch View Post
    Still not many prometheus users
    I keep telling you... documentation...
    Jason McMillen
    Pascal Game Development
    Co-Founder





  5. #5
    PGD Staff code_glitch's Avatar
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    Oh yes, that thing... Its getting there. According to the pascal doc generator thing I need to make an XML file? At the moment, documentation covers 15% of video, so I'll try and get it up to the 80s or 90s by the next few days...

    Aside from that, implementation of Prometheus_Video is swelling quite rapidly now so thats some good news at least. Especially looking forward to the fonts improvement since It seems to be 10% slower than anything else Perhaps I'll commit that to SVN first.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  6. #6
    Yo! So what is going on inside the development? No fresh news and I hope there is some tasty news about Android part.

  7. #7
    PGD Staff code_glitch's Avatar
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    Funny you should bring it up gintasdx, I'm scheduling (or hoping to) release a new major revision. Recent updates include:

    -Basic particle effects
    -Marginally lowered RAM & Memory leaks
    -Bug fixes for drawing and everything else, a few flaws where found during LD20 and they needed to be fixed.
    -Super font type postponed due to it being slower then SDL defeating the point
    -Android will most likely need a slimmed down revision - this is currently R&D and testing is on the x86Android project since procuring android hardware has been harder than expected.
    -Touch support (single point) is 'supported' by SDL, multi-touch would be nice and is planned for when SDL event procedures are re-written in prometheus_core. Better performance expected/
    -Documentation improvements, about 40% of everything (literally) done now. Getting there.


    So in general progress is being made, plans to expand the tweakability are there but not yet high priority, phasing out SDL for all but resource format loading is underway and should you not need to load a million formats under the sun, I'm looking at specifics. Also, interoperability with OpenGl and SDL directly is also improving.

    Hope this posts since I've been having login issues with PGD lately...
    cheers,
    code_glitch
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

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