On Fri, 1 Feb 2008 20:05:14 +0200
A.J. Venter [EMAIL PROTECTED] wrote:
Background, background, background. I spent the previous 5 years of my
life developing software to run on thin-client machines. My current
major project is frequently used on them. In other words -less than 1%
of MY
Isn't GLScene good enough as an OpenGL wrapper ?
Yes OpenGL ES exists for WinCE.
Indeed OpenGL is powerful for both 2D and 3D and most cards support it
to some level, however a native 2D engine independent of the other
accelerated APIs could be used for many things not just games and with
fast
On Fri, 01 Feb 2008 08:52:12 +0200
A.J. Venter [EMAIL PROTECTED] wrote:
I'm not sure what you mean by this. This is a toolkit for 2D games, like
pacman or animated scenes in your app. Tilebased games etc. work fine,
why do you need blending in this environment?
Special FX like particle
A.J.,
Don't worry about Beelzebub's negative comments, I've already noted
that your gamepack has a valid place and that I have plans for using
it exclusively in one of my projects. Who cares if it doesn't meet
someone's expectations of what they want from a package that maximizes
OpenGL-whatnots
On Fri, 1 Feb 2008 08:49:32 -0600
John Stoneham [EMAIL PROTECTED] wrote:
A.J.,
Don't worry about Beelzebub's negative comments,
What do you expect?
I wasn't thrown out of heaven for nothing. :)
And please forgive me for not living in the past. OpenGL accelerated desktops
far beyond what
And please forgive me for not living in the past. OpenGL accelerated desktops
far beyond what compiz/aero/etc can do are the future.
And I am not getting tired of promoting OpenGL. FPC works with OpenGL very
nicely and can deliver high quality and high performance graphics as good as
any
TForm only get's the events from the keyboard if KeyPreview is set,
IIRC. Apparently it's not a good way to go because enforcing key preview
on the form may spoil some other techniques or hinder existing programs
from working.
I hope someone having intimate LCL knowledge can jump in here and
Am Donnerstag, den 31.01.2008, 08:39 +0200 schrieb A.J. Venter:
I haven't looked into the sources deeply, but can't you override some
OnKeyXxx-methods to get the key events?
I don't think there ARE any to overwrite- perhaps in the parent class
for TCustomControl, but they aren't
First of all, I never wanted to bash your components and I think the CCR is a
good place for them. I just don't think that it should be shipped with lazarus.
And you have every right to be proud of your work.
Fair enough. I didn't think it was being bashed, just that I needed to
explain their
On Jan 30, 2008 1:00 AM, A.J. Venter [EMAIL PROTECTED] wrote:
[...]
Anyway, I think I explained now what makes it special in depth. Either
the dev's will think it's cool, or they won't. I won't feel bad if they
don't - it's their prerogative, but at least let it be judged fairly.
Well, *I*
John Stoneham wrote:
On Jan 30, 2008 1:00 AM, A.J. Venter [EMAIL PROTECTED] wrote:
[...]
Anyway, I think I explained now what makes it special in depth. Either
the dev's will think it's cool, or they won't. I won't feel bad if they
don't - it's their prerogative, but at least let it be judged
On Jan 30, 2008 9:05 AM, A.J. Venter [EMAIL PROTECTED] wrote:
2) THIS is the tricky one so I would like some advice on how I should do
it. TDoubleBuffer needs to have OnKeyDown,OnKeyUp and OnKeypressed
events. Being a TCustomControl descendent, it doesn't have them -
TControl does - but it
Am Mittwoch, den 30.01.2008, 17:05 +0200 schrieb A.J. Venter:
Well, *I* think it's very cool. In fact, when I get back around to my
life-long pet project (a chess engine extraordinaire :) this will be
the first library I look at for the board UI.
Me too, I'd like to play around and maybe do
Me too, I'd like to play around and maybe do something useful (or
funny :) with it. It could at least be put on the CCR if not into
lazarus distribution itself.
That may be a good start. I'll submit it to the CCR as soon as I finish 1.0
Please note I combined two posts below:
How about a
Am Donnerstag, 31. Januar 2008 07:39 schrieb A.J. Venter:
[...]
If not, maybe hooking into the surrounding forms events would
suffice.
This was my first idea, but unfortunately, it doesn't work at all.
The reason is that forms only get keyboard focus onActivate and even
then they only keep
Hi all,
I've been working on my gamepack component package for a long time
(nearly 4 years now) and it's quite a nice set. Not perfect of course,
but it's two components for gametype graphics do work very nicely.
Gamepack provides the following components:
TDoubleBuffer: A doublebufferd
What's the URL?
-Original Message-
From: A.J. Venter [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 29, 2008 7:56 AM
To: lazarus@miraclec.com
Subject: [lazarus] Wider use case for gamepack ?
Hi all,
I've been working on my gamepack component package for a long time
(nearly 4 years
On Tue, 29 Jan 2008 16:55:59 +0200
A.J. Venter [EMAIL PROTECTED] wrote:
The components are fully documented and an example is included, also my
tappytux game was written using it and I will soon start working on a
loderunner clone using it as well.
My question then is whether other people
Am Dienstag, den 29.01.2008, 16:55 +0200 schrieb A.J. Venter:
Hi all,
I've been working on my gamepack component package for a long time
(nearly 4 years now) and it's quite a nice set. Not perfect of course,
but it's two components for gametype graphics do work very nicely.
[...]
My
I'd be using it, if this components would allow me for a not so
game-type solution:
Is it possible to draw some shape and connectors in visio-style having
text entires inside a border and arrange using some sort of
(semi-automatic, self written) layout algorithm?
Well there isn't such an
Sounds like you put some serious work into your gamepack, but I don't
think that something as specialised as this should be a standard component.
Remember that it is only usefull for 2D games on old hardware as you can get
all of this (and some nice features more) by using OpenGL for your
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