its installed in my pc already , there is no dll's around the exe except binkw32.dll (which used to decode videos streams). so yes 4mb contain all the stuffTomb Raider Anniversary also had a bunch of dll's in its folder
its installed in my pc already , there is no dll's around the exe except binkw32.dll (which used to decode videos streams). so yes 4mb contain all the stuffTomb Raider Anniversary also had a bunch of dll's in its folder
It is 4 MB for empty window, but grows only to 6.3 MB if you add all the 3D bells and whistles (and use CastleWindow without LCL). See e.g. http://michalis.ii.uni.wroc.pl/castl...1-04/win-i386/ for various exe sizes on Windows 32-bit. That's small for me, considering that game data may easily be 50-100 MB for small games and gigabytes for large games
See also http://wiki.freepascal.org/Size_Matters for some arguments.
IMHO, it's better to work on more compact data formats (like binary X3D, that loads faster, is much smaller and is even smaller when compressed). This can easily shave many MB from your game data size.
Multi-touch is just not handled yet in the engine SVN. It will be done before release, and then indeed you will be able to look and move at the same time
The beautiful/average/fastest options mainly change how much data we load to the GPU. Since GPU memory is quite limited on mobiles (but it also differs wildly between devices), I added this option. If only the fastest works, then probably other versions just don't fit into your GPU memory.
BTW, I do plan to make this situation handled more gracefully, with some dialog saying "We didn't fit in your GPU, maybe try lower quality", and/or just automatically lowering the quality.
The amount of stuff you have installed should not matter (although there is also a beta version that allows installing to sdcard on http://michalis.ii.uni.wroc.pl/~mich..._allow_sdcard/ ). Unless you have something GPU heavy running in the background.
Looking awesome guys keep up the good work!
How many people do you have working on the engine code at the moment?
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
There are just two active engine developers Me (Michalis Kamburelis) and Jan Adamec.
Also, 2 people are taking care of Debian packaging (which also results in Ubuntu packaging): Abou Al Montacir and Paul Gevers. Yes, our engine and tools are in Debian (http://packages.debian.org/sid/fp-un...le-game-engine and http://packages.debian.org/sid/view3dscene ).
And there are people who test the SVN versions of the engine and/or view3dscene and provide useful bugreports and suggestions.
More developers are always wanted Everything is public and open-source, and some ideas for help are on http://castle-engine.sourceforge.net/forum.php .
Ah brilliant it's really not easy working at such a scale as I'm sure you can testify!
I would very much like to work with other engine devs, I may submit some of your proposed developments at some point (you'd like a cocoa interface? why I have one right here. Hint : the GL3.2 implementation on OSX is buggy as hell, throw the specs out the window)
Keep up the amazing work guys!
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
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