Search found 39 matches

by keymasher
Tue Apr 26, 2011 4:02 am
Forum: Open activities
Topic: Xbox 360, Ps3, Wii or other alternative builds
Replies: 12
Views: 34740

Yeh your right,
the only things i could find were

A llvm branch
http://svn.freepascal.org/svn/fpc/branches/llvm/ unsure how active it is tho
and some thesis project http://code.google.com/p/llvm-pascal/ which is in pre-alpha, expected to be done by 2012.
by keymasher
Sun Apr 24, 2011 5:28 am
Forum: Open activities
Topic: Xbox 360, Ps3, Wii or other alternative builds
Replies: 12
Views: 34740

I was thinking about this today, when i saw someone ask you about android/iphone on twitter. If it requires looking at a different rendering pipeline then it may be worth looking into Adobe's Molehill API (which rests on opengl es 2) that would allow ZGE to run on flash(zge on the web!!) and on mobi...
by keymasher
Sat Apr 23, 2011 3:11 am
Forum: Releases
Topic: ZGameEditor 2.0.0
Replies: 12
Views: 33352

Okay heres a working Player_linux.bin (built in a 32bit ubuntu VM, 64bit fpc can build 32bit libraries but it was a nightmare getting it to work nicely) Edit: Built Player_osx86.bin Both tested and seem to work, I tested with Particles project. Only issue i saw was the text come up black but im gues...
by keymasher
Fri Apr 22, 2011 2:08 pm
Forum: Releases
Topic: ZGameEditor 2.0.0
Replies: 12
Views: 33352

what version of fpc? I checked out and built from svn and i get Free Pascal Compiler version 2.4.2-0 [2010/11/20] for x86_64 (not sure why i cant get it to say 2.5.1) j@j:~/Experiments/zgameeditor$ fpc -XXis -O2 -dZZDC_SDL -dMINIMAL -FU./Build/obj/ -B -Mdelphi ZzDC.dpr Free Pascal Compiler version 2...
by keymasher
Fri Apr 22, 2011 7:20 am
Forum: Releases
Topic: ZGameEditor 2.0.0
Replies: 12
Views: 33352

cool i have both OS's, i'll try give it a go tonight/tommoz
by keymasher
Tue Apr 19, 2011 11:53 am
Forum: Releases
Topic: ZGameEditor 2.0.0
Replies: 12
Views: 33352

any chance for the osx and linux runtimes?
by keymasher
Fri Mar 18, 2011 1:22 am
Forum: Off-topic
Topic: MeshLab
Replies: 2
Views: 8646

its mesh decimation features are freaking awesome
by keymasher
Thu Mar 10, 2011 10:54 pm
Forum: Releases
Topic: Beta release 2.0.0b
Replies: 80
Views: 166597

huzzuh! i platonic love you villek! thanks :D
by keymasher
Sun Mar 06, 2011 12:15 am
Forum: Off-topic
Topic: WebGL
Replies: 3
Views: 15035

they got a compo going as well http://gl64k.com pretty cool stuff
by keymasher
Mon Feb 28, 2011 1:09 pm
Forum: Off-topic
Topic: Molehill
Replies: 3
Views: 9417

Unity also announced they will be exporting to flash soon as well
http://blogs.unity3d.com/2011/02/27/uni ... n-the-web/
by keymasher
Sat Feb 26, 2011 2:07 am
Forum: Feature requests
Topic: Wavelet Image Compression
Replies: 11
Views: 11362

Alright so i fixed my ghetto encoder/decoder and working great, tho it had nothing to do with wavelets. While searching for more information I found that haar wavelet compression has already been implemented in delphi by another demoscene coder(toxic avenger/ainc) and he released source to public do...
by keymasher
Fri Feb 25, 2011 8:27 am
Forum: Feature requests
Topic: Wavelet Image Compression
Replies: 11
Views: 11362

I figured directly populating an array would be slow and horrible to manage in zge script, so I decided to pack all the data into an image. I tried using grayscale(8 bit values) but I noticed the amount of data just overshot the previous bitmap size. I also noticed than adaptive indexed colour of ch...
by keymasher
Thu Feb 24, 2011 1:37 pm
Forum: Feature requests
Topic: Wavelet Image Compression
Replies: 11
Views: 11362

thats a great idea, i have to pass out now, but ill make that my exercise for tomorrow and post my work :)
by keymasher
Thu Feb 24, 2011 3:01 am
Forum: Feature requests
Topic: Wavelet Image Compression
Replies: 11
Views: 11362

Wavelet Image Compression

Today I was trying to pull off Iñigo's wavelet image comprssion in zge (scroll down to see the colour images) since my textures raw data are huge in zges final output. The idea is to separate the chroma(greyscale) and luminance and blend them back together. But I had some troubles combining a 32x32 ...
by keymasher
Thu Feb 24, 2011 12:26 am
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76810

Wow! you've thought of everything ;)