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Thread: EasyZenGL

  1. #1

    EasyZenGL

    I've made a set of classes to facilitate the use of ZenGL. It's called EasyZenGL. It proposes a TGame class to derive. Here you can download the library with Andru's example 1 to 5 translated into EasyZenGL, and a game demo, using Chipmunk physics integrated into TSprite class.

    http://consume.o2switch.net/EasyZenGL.zip

    Note : projects are in Lazarus format.

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Well that's neat, ZenGL is getting it's own derivatives already.

    What portions of ZenGL have you found to be harder to work with? Or is it more about combining the technologies that you want to work with ZenGL together?
    Jason McMillen
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  3. #3
    PGD Staff code_glitch's Avatar
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    Nice stuff. ZenGL sure has gone a very long way now and looks like one of those giant success projects with a large following...
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  4. #4
    Very nice. If I wouldn't have my own engine I would most likely use this.
    This is a great addition as it fixes my main personal issue of ZenGL at not being object-oriented.
    Freeze Development | Elysion Game Framework | Twitter: @Stoney_FD
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  5. #5
    Great work. I will try it.

    To work properly I had to overload both TSprite.Create constructors in EasyZenGL.pas. Also, why the mode is switched to {$mode objfpc} in the beginning of the same file when this will cause errors? When changing to {$mode delphi} everything works fine.

    The lib only compiles if msvcrt.a is included. To my knowledge no platform independence is achieved this way, do you plan to circumvent it?

  6. #6
    The lib only compiles if msvcrt.a is included. To my knowledge no platform independence is achieved this way, do you plan to circumvent it?
    ZenGL need it only in Windows.

  7. #7
    Quote Originally Posted by Andru
    ZenGL need it only in Windows.
    That's good to know .

  8. #8
    Sorry for the late answer.

    Quote Originally Posted by WILL View Post
    Well that's neat, ZenGL is getting it's own derivatives already.

    What portions of ZenGL have you found to be harder to work with? Or is it more about combining the technologies that you want to work with ZenGL together?
    It's just that I find it difficult to know what unit to add and what function to use, so embedding it in classes make it more intuitive.

    Quote Originally Posted by Stoney View Post
    Very nice. If I wouldn't have my own engine I would most likely use this.
    This is a great addition as it fixes my main personal issue of ZenGL at not being object-oriented.
    Thanks.

    Quote Originally Posted by Reiter View Post
    To work properly I had to overload both TSprite.Create constructors in EasyZenGL.pas. Also, why the mode is switched to {$mode objfpc} in the beginning of the same file when this will cause errors? When changing to {$mode delphi} everything works fine.

    The lib only compiles if msvcrt.a is included. To my knowledge no platform independence is achieved this way, do you plan to circumvent it?
    I'm not very good at this issues. Feel free to improve this code and post your modified version.

  9. #9
    PGD Staff code_glitch's Avatar
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    Offtopic:

    Cleaned up your thread there Andru - surprised you can actually see the spam though, I hope vBulletin is not broken - as ormally anyone below mod/super mod can see spam - let alone delete it. Quite a handful there, looks like I missed a bit from September. Sorry.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

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