User Activity

  • Created ticket #3 on FreeWRL VRML/X3D browser

    Missing DLLs (msvcp140.dll, likely also vcruntime140.dll) upon installing FreeWRL on fresh Windows 11 installation

  • Posted a comment on ticket #92 on pasdoc

    Thank you for the report. Indeed I can reproduce the problem with latest PasDoc. We don't use SourceForge bugtracker anymore, we now use GitHub issue tracker on https://github.com/pasdoc/pasdoc/issues/ . I have added an issue, with a copy of your description and a testcase, to https://github.com/pasdoc/pasdoc/issues/92 (you can registeron GitHub and "Subscribe" to that issue).

  • Posted a comment on discussion General Discussion on Castle Game Engine

    [offtopic] Today, we officialy move to a new forum on https://forum.castle-engine.io/ . It's more functional and beautiful! :) This forum (with all the topics) will stay available for a while (to allow people to search old topics -- we cannot import them). But please post all new topics on a new forum :) If you want to post replies to the existing topic on this forum, use whatever you prefer --- you can create a new topic on a new forum, or you can post in this forum (henceforth called "old foru...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    Way cool! Thanks for creating this. I'll announce it on CGE news soon. I submitted a small pull request to allow running it under Linux too, https://github.com/valterb/sprite-demo-castle-engine/pull/1 :)

  • Posted a comment on discussion General Discussion on Castle Game Engine

    This is the same bug that was submitted to https://github.com/castle-engine/view3dscene/issues/10 . I simply did not have the time to handle it yet. It seems that 2 days ago the reporter deleted the description of the bug on GitHub (but it is still visible if you click on "edited by ghost" in that bug-report), and then closed it. I have reopened the bug-report on https://github.com/castle-engine/view3dscene/issues/10 . See my comments in the bug-report. In short: 1. Thank you for reporting! 2. But...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    When animating using TSprite, you have to implement such thing yourself. You need to track the list of animations you want to play, and when one finishes -- start the next one. The current animation time is in TSprite.Duration (in seconds), and you can track passing seconds using SecondPassed parameter of various OnUpdate events, like Window.OnUpdate. ( If using sprites through TCastleScene, there are more options, it has a Play method with optional play parameters where you can specify a callback...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    Right now there will not be a speed difference in how we render two different shapes with a refence to the same TCoordinateNode node. This may change some day! Still, as Eugene writes, you will have better memory (RAM) usage in case you use the same TCoordinateNode many times. This gain can be very significant in larger scenes / with lots of sharing, so I would encourage to share TCoordinateNode instances where possible :) Eventually, it can also lead to better speed of some operations, since your...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    This is very cool! Thanks for making this application. I will make a news post about it soon. 2 comments about running applications: Instead of ShellExecute (which is Windows-only), you can use RunCommand or ExecuteProcess (simple) or TProcess class (complicated, but very flexible). Their details are documented on http://wiki.freepascal.org/Executing_External_Programs . They are cross-platform, i.e. will work on Linux, macOS etc. too. In case of this application, I would actually encourage you to...

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Username:
kambi
Joined:
2004-03-01 16:03:41

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