Page 12 of 13 FirstFirst ... 210111213 LastLast
Results 111 to 120 of 124

Thread: quad-engine

  1. #111
    PGDCE Developer de_jean_7777's Avatar
    Join Date
    Nov 2006
    Location
    Bosnia and Herzegovina (Herzegovina)
    Posts
    287
    Looks awesome, and fractaly
    Existence is pain

  2. #112
    And more of games and demos based on quad:
    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

  3. #113
    And some more:



    We will be happy to see you on our facebook, indiedb or twitter.
    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

  4. #114
    The second demo looks nice. Keep up the good work.

  5. #115
    0.6.0 (Umber) has been released

    • Added TQuadColor record with 32bit float precision and class functions
    • Added 4 simple demos
    • File format for textures now check with file metainfo instead of extension
    • Log.txt now appended with threadID
    • Automatic device lost handling (alt+tab) and restore. (this works only with window created with IQuadWindow)
    • TVec2f fuctionality slightly increased
    • new interface IQuadWindow. Now you can fully куоусе VCL or WinForms and create application using Delphi XE5 starting from 21Kb EXE.
    • CreateTimerEx has been added. This method can initialize timer in just 1 line of code.
    • Fixed crash at initializaton
    • Added QuadColor & Vec2f for C#
    • fixed DrawRotAxis method
    • Added most popular colors directly in QuadColor
    • Added QuadWindow mouse and keyboard handling
    • Added support for DistantField fonts
    • Fonts now use unicode instead of ansi
    • Fixed GetFontWidth and Height for non latin characters
    • Added ShaderModel initialization parameter
    • Added DrawQuadLine method for drawing lines with different width and color on both sides.
    • Added fullscreen windowed mode (borderless)
    • ChangeResolution no more overriden after render into texture.
    • Added TakeScreenshot method
    • Partially added XML documentation


    http://quad-engine.com
    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

  6. #116
    0.6.1 Update has been released:

    • QuadLog is now threadsafe
    • Added button handlers for IQuadWindow
    • Added new events for IQuadWindow
    • Value binding in IQuadShader no more bring memory leaks
    • Added clipping functional in IQuadRender
    • SetDistanceFieldParams now correctly working with batching
    • Added IQuadCamera with translate, rotate and zoom
    • First implementation of IQuadProfiler for searching bottlenecks in render pipeline
    • Initialization of render changed and extended. Added new parameters such as VSync.
    • SmartColoring now works with DistantField fonts
    • Added hardware cursor support
    • Optimizations and small fixes
    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

  7. #117
    Damn, keep it up!
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  8. #118
    0.6.2 has been released.
    Freepascal is now supported.
    http://quad-engine.com/
    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

  9. #119
    Is there any reason to do Quad-engine opensource?
    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

  10. #120
    PGD Staff / News Reporter phibermon's Avatar
    Join Date
    Sep 2009
    Location
    England
    Posts
    524
    If it lets people do what they want to do without limitations over comparable engines then there's no big requirement to go open source.

    However it can help attract more users. There's a general preference for 'compiled in' solutions - if you stop developing / don't support some new desired feature, all projects that use your engine are affected too. It's forcing a dependency without any guarantee that you'll support peoples projects in future. Potentially people could be putting years worth of work into a project so future viability of their dependencies becomes important.

    Plus assuming you have a big enough user base you'll get bug-reports and submissions that'll accelerate the project - so you'll be able to do more yourself than time currently lets you.
    Last edited by phibermon; 25-09-2014 at 09:27 PM.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

Page 12 of 13 FirstFirst ... 210111213 LastLast

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
  •