• Advertisement
Sign in to follow this  


This topic is 2685 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


A few days ago I have completed to translate the comments in demos into English(but my English is not well) and want to present my own cross-platform library for game development :) It's fully written in Pascal without using any third party libraries, except some API's like OpenGL/OpenAL and Direct3D/DirectSound.

Current version: 0.2 RC5 (2010.11.21)
Official website: http://zengl.org
SVN repository: http://zengl.googlecode.com/svn/trunk/
Help: Compilation

Supported OS: GNU/Linux, Windows, MacOS X
Supported compilers: FreePascal 2.2+, Delphi 7+
Graphics API: OpenGL, Direct3D 8/9
Sound API: OpenAL, DirectSound
License: GNU LGPL version 3

- can be used as so/dll/dylib or statically compiled with your application
- rendering to own or any other prepared window
- logging
- resource loading from files and memory
- easy way to add supporting for new resource format
Configuration of
- antialiasing, screen resolution, refresh rate and vertical synchronization
- aspect correction
- title, position and size of window
- cursor visibility in window space
- handling keyboard, mouse and joystick input
- handling of Unicode text input
- possibility to restrict the input to the Latin alphabet
- supports tga, png and jpg
- correct work with NPOT textures
- control the filter parameters
- masking
- render targets for rendering into texture
- textured Unicode-font
- rendering UTF-8 or ANSI text
- rendering text with alignment and other options like size, color and count of symbols
- batch render for high-speed rendering
- rendering different primitives
- sprite engine
- rendering static and animated sprites and tiles
- rendering distortion grid
- rendering sprites with new texture coordinates(with the pixel dimension and the usual 0..1)
- control the blend mode and color mix mode
- control the color and alpha of vertices of sprites and primitives
- additional sprite transformations(flipping, zooming, vertices offset)
- fast clipping of invisible sprites
- 2D camera with ability to zoom and rotate the scene
- works through OpenAL or DirectSound in depends on configuration or OS
- correct work without soundcard
- supportы wav and ogg as sound samples
- playing ogg files in separate thread
- control the volume and playback speed
- moving sound sources in 3D space
- basic set of additional math functions
- triangulation functions
- basic set of collision functions
- reading and writing ini-files
- functions for work with files and memory

[Edited by - Andru-kun on November 21, 2010 4:43:20 PM]

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement