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OpenGL Library for Delphi,
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2002 News Archive - Back to Current News
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Things have been slow on the website recently, with a poll issue (the poll to the right is just a placeholder), but there is quite some activity going in the newsgroups, in the CVS, and several projects I'll try to highlight in the next update... sometime next year!
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The poll on graphics boards manufacturer has been closed, with nVidia being in a whoopin' 70.2% of the visitor's machines, ATI lagging at 16.7%, followed by 'others' at 7.3%, Matrox at 3.9% and Intel at 2.0%, these figures out of 920 votes. Hmmm... so the new poll focuses on those 70%, what nVidia board do you have? GF4 Ti/GF3? GF4 MX/GF2? GF1? TNT? older?
Finally, the CVS has now accumulated a significant amount of changes/additions/fixes since v0.9 (latest being a new 'FlatText' component), a work-in-progress release should be out next week, with the first of a new set of 'Advanced Demos'.
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Marcus (Mrqzzz) recently released D-Robots, a "code-war" game in which you have to code in DWS a bot AI, bots then battle it in an arena rendered in real-time with GLScene. Go check the PlasmaCode website for more details!Mattias Fagerlund keeps enhancing the ODE port, and in between updates found time to post two evolving creatures, "Hopper" and "Snake", based on physical ODE-based simulation and rendered with GLScene.
Finally, a note about CVS version happenings: name standardization is underway, a mass-replace utility/file is linked in the newsgroup along with other dirty details. Other recent noteworthy additions:
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Mattias Fagerlund has started work on Delphi support of ODE to Delphi and GLScene, the current version can be found here, the port is evolving fast with new demos and additions almost daily (check the newsgroups for details). ODE is an 'Open Dynamics Engine' by Russell Smith, it allows impressive real-time physics and the demos in Matthias' port will surely convince you of that if needs be : )Erdely Laszlo let me know he started a Rebellion 2 project (the 1st Rebellion was a space-tactical combat game from LucasArts), there are a few screenshots and an announced demo.
Finally, the 'name standardization' poll apparently had 24.1% of you wondering what it could be, but with 54.9% of 'yes', 19.1% of 'where needed' and only 1.9% of 'no' out of 162 votes, I'll be going forward without much remorse. Changes will take place in the CVS with a small doc listing the old/new names placed here.
The new poll concerns what graphics hardware (brand actually) you use, some upcoming GLScene additions will have some hardware-specificity in them, and knowing their potential 'audience' should help.
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Ivan Lee Herring announced the release of DTM (with source), a Digital Terrain Mapping application with "image processing procedures and many GLScene demos conglomerated into this program (Erics viewer and Nelsons Panoramic viewer...)".
Finally the Poll "Of what 'kind' is your 'main' GLScene project?" ended with quite balanced results, of 831 votes, 39.2% went to "Game", 19.6% to "Industrial", 17.8% for "Scientific", 5.8% for "School" and "17.6%" for "Getting started". That makes "game" and "serious" application almost ex-aequo, which is... interesting :)
A new poll begins on the dreaded question of unit and class name standardization: how would you perceive it? (it would mean having to adapt your apps and perhaps DFMs...)
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Thanks to all those who helped!A new addition to the Gallery has been made, for "Kareo" and "Keops", bathroom and kitchen designers respectively by Ilker Yigit.
New poll, news and updates in the next post. Ad interim, nice week end!
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A screenshot from a mill simulator application written by Safak Cinar has been added to the gallery, 'IMS', excerpt:
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The URL is www.silverfox-interactive.com and offers a video trailer (60MB).SDS released some new screenshots for AntiTerror, with shadow and lighting effects, give them a look.
Ivan Lee Herring, who maintains a page on the DEM/DTM and other related terrain mapping and rendering subjects, has release a DTM app:
The application is built ontop of the HTF utility, but adds a lot of import capabilities. Now time to work again on the HTF/HDS for the terrain renderer...
Finally, I got tired of my previous mesh viewer app and packed a quicker 3D mesh viewer, GLSViewer (395 kB) to ease and speedup browsing those meshes I collected from the web ; )
The source is available (12 kB) and requires GraphicEx, RxLib and Delphi6 to compile (as well as GLScene, of course!).
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The last bit for a "complete" v0.9 has been added to the CVS: multi-pass support for shaders and materials.
The previous poll results for "Which Delphi version are you using GLScene with?" were a whoopin' victory with 55.7% for Delphi6, followed by 35.4% for Delphi5, 4.9% for Delphi4 and Kylix taking the last 4.0% out of 551 votes.
A new poll is up regarding what "main" project you use GLScene for.
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First two user projects updates:Finally, I've added to the downloads unsupported Win32 binaries (1.1 MB) for Mesa 4.0.2! CVS has been updated to support the Mesa DLL. This is a pure-software implementation (ie. slow), it is unsupported (stated again), but if you're after non-realtime OpenGL graphics it means OpenGL 1.3 support "everywhere" (cube maps, multitexturing...). Place the DLL in your app's directory, don't replace the Microsoft one with it!
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Poll results are stacking up... I'll let it live a few more days, but Delphi4 support will probably be dropped after v0.9, unless someone volunteers for regular compatibility testing and udpating.
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I'll release v0.9RC1 probably by monday. Recent bits that are not/will not be part of RC1 (though available via the CVS):
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I'll first start with a link to Marios Karagiannis's B-Tree Compiler, it's an expression parser that builds a 3D representation of the derived B-Tree:
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| The other newbit deals with Cg and shader support in GLScene. Generic shader support as just been added to the CVS, and experimental work as begun on Cg shaders support. Things are shaping well and here is a small test case along with an early version of the CgShader component (uses "beta" version of Alexey Barkovoy's Cg conversion, you'll also need the Cg toolkit and... a GF3/GF4). It implements a variation of the "simple.cg" demo. |
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Electricity Tycoon by Thomas Mager, a nice game in which you have to take care of providing electricity to German citizen, avoid nuclear meltdowns and other bird problems ;) (in German)
Finally, head over to the 'general' newsgroup if you're interested in getting GLScene CVS access. On top of the "seeked" list is... a CVS admin to properly setup rights and other admin thingies.
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Still crawling the newgroups announces and trying to keep up... Here are some of the oldest announces and releases (added to the gallery, check it for more details and screenshots):
Cosmo3D by Sternas Stefanos, an ambitious Real time 3D, Animator, Multimedia Program, with Object Pascal scripting support.
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Recent updates:
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A new CVS Snapshot zip (2237 kb) is available, it also marks a temporary feature-freeze and serves as v0.9RC1, only bug fixes and Kylix compatibility changes will get in until v0.9 is out in hope of preventing the dreaded feature creep.However, this version has many noticeable improvements, highlights:
Other entries will be added to the gallery while the bug hunt goes on, once things look stable enough, v0.9 will be released to the major Delphi repositories and we'll start adding heaps of new bu...er... features. ; )
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The terrain engine is now a working ROAM/Stripifier hybrid, and it is now fillrate limited from TNT2 to GF3 : )
It can be found in the CVS with other unrelated improvements (like EAX and FSAA support), leaving only converting the skeletal animation to quaternions as "big morsel" before releasing v0.9 beta.
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Philipp Pammler from www.exhausts.de released v0.4.3.1 of liquidgas (see post and link in the newsgroup for source), and is looking for input, give it a peek ;)
And finally here is VectorMath, this is a very early experimental version of a runtime-compiler for Vector Maths, more a "proof of concept" right now. Further versions of GLScene may base their math stuff on it... The idea is to compile SIMD-optimized ASM at runtime, thus maintaining a single, human-readable code base for FPU, 3DNow and SSE while achieving better-than-Delphi performance even when using FPU (ie. byebye inline asm).
In its current a state, only vector addition/subtraction/scaling is supported, but before adding more, I'm interested in SSE performance figures (and validity: couldn't test it... If you know some SSE asm and can help figure out issues there may be... the better). Generated FPU code is 10-20% faster than Delphi and 3DNow! twice as fast (on a K7, for K6, this is a whoopin' 5:1 ratio). If you happen to own a P3, P4 or Athlon XP, input on SSE would be welcome :)
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A new fine "edutainment" piece from Eric Hardinge just came our way: Micrometer (zip, 271kb), this is a 3D simulator of... you guessed, a micrometer! (the world's first, if google is to be believed):
The whole model is built entirely from GLScene components.
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There were several structural improvements resulting in reduced memory usage and improved performance (if GLScene was the limiting factor, that is). Just a few figures, on my GF2, between september 2001 and now:
I'll also "feature-freeze" GLScene and wrap up a new "official" release (just noticed the last, v0.8.2, is almost a year-old...), last bits that'll get in will be: submitted ones that work directly, HTF Height data source and... Kylix support! Yes, thanks to efforts of puthoon, Kylix will have a windowed viewer (similar to Win32 TGLSceneViewer).
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So, if you feel like giving a hand, get in touch with Stefan ; )
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I uploaded a new CVS Snapshot with latest sources and demos, more than 60 now (added "collisions/meshhit" and "rendering/tobitmap"). There were several fixes and changes, no biggy. Be aware the Terrain Engine is under reconstruction, and may safely be qualified as "queer". The rest should be ok.