Admittedly I was a little more aggressive in that message than necessary. I wasn't really "asking" for the "product" though, nor was I personally that interested in it (as it's just a rehash of the same thing you've been posting forever.) I was simply pointing out that you have been following this cycle of releasing essentially the same thing over and over again and then just randomly disappearing and going scorched earth on all links to any downloads for the better part of a decade. Which is extremely odd behaviour IMO, that you've still never attempted to explain. Also, given the fact that it has virtually identical example demos as what you posted as far back as 2010 and earlier, calling it an "alpha product" is rather disingenous as the codebase is obviously years old, don't you think?
It kinda is these days for stuff that falls into the category of what PGD is focused on (i.e. games and other "high-performance-required" 2D and 3D graphics applications.) Delphi's RTL and VCL are certainly more expansive than the FCL and LCL, I don't think anyone would question that, but FPC itself is a massively better compiler than DCC32 that produces far faster code.
Don't think you understood my point. Yes, you can use newer instruction sets in Delphi if you're writing assembly by hand. The Delphi compiler however does not, cannot, and will not make use of anything higher than SSE (or SSE2 with the 64-bit version, occasionally) when generating ASM from Pascal code in the process of compiling an actual "normal" executable. Compare this with FPC where you can simply set the optimization flag relevant to your CPU (which go all the way up to AVX2, again) and the compiler will attempt to make the best use of instructions up to that set that it can.
lol "custom". I guarantee you he's just using the PaxCompiler Delphi component, which does in fact support the 64-bit Delphi compiler.
Obviously this is a "if you're so great why don't you do XYZ thing" sort of suggestion, but I have actually dug around the PGDCE codebase quite a bit in the past year or so... IIRC I had gotten pretty far with replacing that include-file nightmare "template" library it uses with real generic containers from Generics.Collections, and had also begun making a pass at converting the various vector-math records from using free-standing comparison functions to using overloaded internal "class" operators.
If there was any real interest I'd be more than happy to make finishing what I was working on in that regard a personal priority, and then deciding where to go from there. (I think I'd probably look at getting rid of the deprecated fixed-function matrix manipulation routines that the main OpenGL renderer used, next. I mean, it doesn't make a lot of sense to name it TCEOpenGL4Renderer when it calls glLoadMatrixF, glScaleF, e.t.c....)
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