Results 1 to 10 of 45

Thread: ZenGL

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

  2. #2
    dazappa
    My answer to you about bounding-box was little strange... I just thought about OBB in 2D, not AABB(I called it like "rectangle")

    mobilus
    Thanks

  3. #3
    Looks solid, but why is it all procedural?

  4. #4
    Quote Originally Posted by Brainer
    Looks solid, but why is it all procedural?
    Because I like it All object-oriented things(for example sprite engine) will be in separate units.

  5. #5
    Wow... yet another game library in pascal. Awesome job. Your feature list is quite impressive. How long did it take you to complete this?

    It seems to me that alot of pascal dev's are making their own engines (yes I'm guilty too ). I would like to see an updated list of all game engines written in our lovely language, because I feel that there might be too many with a lot of overlapping features. I rather see one or two well supported/maintained ones than 10+ libs that are maintained by individuals. After all, we should be making games instead of engines.
    This is also worrying me, because I feel that my engine project is getting more "redundant" day by day, so I need to think of ways to make a difference.

    However, don't let this stop you from developing your engine. Looks like it can compete with Andorra or PhoenixLib.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  6. #6
    Quote Originally Posted by chronozphere
    Looks like it can compete with Andorra or PhoenixLib.
    Maybe, but I don't like them - too many depends and huge size... Also there is no well support for Linux-developers(As I remember Andorra can't be compiled without modifying a source code, but maybe something changed in the latest version).

    Quote Originally Posted by chronozphere
    How long did it take you to complete this?
    Oh, I can't answer exactly I started it three years ago, but there was many pauses between developing. And ZenGL was changing every time(there even was a simple 3D one time ). After one year of fun I have reworked it. In 2009 I added MacOS X support for one commercial project(I made a port of game that was written on Asphyre for Windows). Now it used in another one commercial project(with versions for Windows and MacOS X), and in some other "secret" projects
    Last edited by Andru; 11-11-2010 at 11:41 AM.

  7. #7
    Anyway, I tried to bench the basic sprite drawing as best I could. I more or less just took a modified miku example with no auto-spawning / deleting, no movement, no randomized initing, anim, etc. The engine seems a bit sluggish, unless I'm not performing the most basic drawing. I can draw a max of 2900 sprites at 30 FPS with ZGL. With Game Maker, which is notoriously slow, it can still handle drawing a max of 6300 sprites at 30 FPS. I think ZGL needs some optimizations somewhere.

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •