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Thread: PyroGine Game Developer Studio

  1. #1

    PyroGine Game Developer Studio

    About
    Is a modern, modular, object oriented programming language based on Object Pascal, a light-weight IDE and an advanced 2D game engine for Windows¨∆ PC.

    Changelog
    Version v1.0-a3:
    • Added ColorLightmap, PolyPointCollision, Primitives, RenderTarget and Viewports demos.
    • Caption is not updated when all files is project group is closed. (Thanks 2Byte)
    • Will detect if source file has been changed out side IDE, show dialog and allow you to load changed file.

    NOTE: This is an alpha release. Also there will be no DRM in the product. We will use the "Treat Software Like a Book" No-Nonsense License pioneered by Borland in the 1980s. It will require you to do a quick register to use (it emails to us your name, email address and product version info, which will at all times remain private). It simply allows us to track who is using the product. We're experimenting with a concept of associating the purchaser to the purchased product. This information will carry itself with the product. Same concept of when you go to a store and purchase a product you get a receipt that is associated with your purchase and product. I'm still kicking around this idea so if you have any ideas, thoughts and/or concerns we're open to hear them.

    Media




    Downloads
    PyroGine v1.0-a3
    Last edited by Pyrogine; 30-01-2011 at 01:45 PM.
    Jarrod Davis
    Technical Director @ Piradyne Games

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    This is interesting news... What happened to the Hadron Game Engine?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3
    Hi,

    It's still there actually. Over the past 3-4 months it morphed in something a bit more. On the one side, you have a light-weight IDE that you can take advantage of. On the other side (coming in a future build) you will be able to access the engine API (just like before) directly from the DLL. All the API calls and functionally from the HGE remains the same. There have been tons of bug fixes and enhancements since the last public HGE release.

    Right now (in this release actually) you can compile your sources from the IDE to a DLM (dynamic loadable module) file and from your language environment access all the classes and routines (even from say c++, just need language bindings for it). When the full API is exposed you will be able to use it from Delphi, FreePascal, C++, etc like before.

    All of this is paving the way for the IDE/compiler to support different languages (pascal, basic, javascript, java and c++). At the moment it will be based on Object Pascal and run on Windows PC until it's very stable and usable. The roadmap include more internal languages, more language bindings and cross platform support.
    Last edited by Pyrogine; 29-01-2011 at 07:56 PM.
    Jarrod Davis
    Technical Director @ Piradyne Games

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    Location
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    Oh ok, but why the two different brands? Why not just two different editions?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  5. #5
    There will just be PyroGine (better fitting the ultimate vision I have for the product). I was pointing out that existing code will continue to just work if you're a HGE user. There will be two editions of PyroGine, standard and professional. Standard will be free for freeware and commercial use. The pro version will require a small indie friendly license fee. During the alpha period the pro version is available to all and those that contribute feedback and testing will get a free copy of the pro version. The pro version will have advanced features such as DLM, Database, networking, language bindings etc.
    Jarrod Davis
    Technical Director @ Piradyne Games

  6. #6
    PyroGine™ Development is happy to announce the release of PyroGine v1.0-a4.

    Visit our site for more information about PyroGine, media, downloads and support.

    Changelog
    Version v1.0-a4:
    • Added popup menu option for project manager.
    • Updated registration form to include username.
    • Fixed errors in readme.txt and the eula.txt files.
    • [IDE] Tabs where not being closed after a file was closed.
    • New Help file format.
    • Added new examples: ArchiveStreamingMusic, ChainAction, DisplayDevice, Input, LocalDatabase, RemoteDatabase, RenderDevice, Scroll, Texture, ThreadedRemoteDb.
    • Added new API routines: App_Edition, App_FadeColor, App_Version, SQLQueryBuilder_Add, SQLQueryBuilder_Clear, SQLQueryBuilder_Create, SQLQueryBuilder_Statement, StringList_Test.
    • Fixed misc memory leaks in the compiler.
    • [IDE] Caption not updated when project group is cleared
    • [IDE] SHChangeNotify event always occur
    • [IDE] Param hint window does not remain open
    • [Compiler] Sprite_RenderImageSized not displaying image properly
    • [IDE] Access Vialation when closing Project Group
    Jarrod Davis
    Technical Director @ Piradyne Games

  7. #7
    Very interesting. But why so blurry fonts ingame?
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  8. #8
    @Darthman
    Thanks. It's because blending mode is being used on a font that is a bit too small. That font is my SysFont (non-proportional), which is really used for debugging. I will update later with a proper font for ingame use.
    Jarrod Davis
    Technical Director @ Piradyne Games

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