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  1. …Java , Android, OpenGL ES and Box2D.

  2. New target : Android

    I’ve been using a symbian “smartphone” (a Samsung SGH-i560) for ages now, but finally decided to swap it for a new and shiny Android device, mainly to code on.

  3. Project page for Trugbild

    I finally got around creating a project page for Trugbild, my entry for the 2013 Pascale Game Development challenge.

  4. Trugbild

    About “Trugbild” (german for “delusion”) was made for the 2013 Pascal Game Development challenge over at PGD.

  5. The 2013 pascal game development challenge deadline is today, and Trugbild (at least the version for this challenge is finished and available to the public now).

  6. Trugbild : Almost done

    The final date is quickly approaching, with only one week left to finish work on Trugbild.

  7. Half-time on "Trugbild"

    The first two weeks of the contest’s one month deadline have passed and I’m pretty happy with the progress so far.

  8. Although my spare time is pretty limited these times, and motivating myself to code after work (where I code almost all day code) isn’t very easy progress on “Trugbild” is coming along very nice.

  9. After getting the first prototype for my PGD Challenge entry up and running I quickly found a name, it’s called “Trugbild” (German for “delusion”).

  10. Once again, Will from Pascal Game Development has organized another game dev challenge.

  11. I just updated our OpenGL header translations to the latest 4.4 specs just released by Khronos.

  12. The current open beta of Projekt “W” - Phase 2 has been updated to revision 201.

  13. After hard weeks of work, february finally saw the release of a linux version for Projekt Weltherrscher - Phase.

  14. Later than expected (partially due to a power supply failure on my PC) here’s the new beta release #190 of “Phase 2”.

  15. After all the years that Projekt “W” has been in development the game finally has it’s very own theme song!

  16. Usually I’d add some nice screenshots to show off progress on “Phase 2”, but this time it’s an area of game development that’s pretty hard to show off in screenshots : Sound design.

  17. Introducing the AI builder

    The next public release of “Phase 2” will include a new feature, the AI builder.

  18. It took much longer than initially expected, but here comes a new release of Phase 2, both for linux and windows.

  19. Now that the open beta of “Phase 2” has been downloaded a few times (with a 10:1 ratio between Windows and Linux) it seems that people like it.

  20. The backdrops of the different nations have always annoyed me since I started to work on a 16:9 (and currently 16:10) widescreen display.

  21. Believe it or not, but after a month of hard work (and only very little sleep), the first open beta release of “Phase 2” for linux (i386) is finally here!

  22. After weeks of hard work and learning a lot about the differences between coding on windows and linux, the current source revision of Phase 2 is completly functional on linux and playing the same as a windows version.

  23. After another week of intense coding on “Phase 2”, trying to fix the mistake I made with nativeXML, I finally got all of the xml stuff switched over to my own xmlwrapper.

  24. Last weekend I worked on getting the lazarus / free pascal build of “Phase 2” to look and play exactly the same as the delphi build.

  25. I’ve been working to get the current code of “Phase 2” to compile and work under linux for the whole last weekend (and my eyes kinda hurt, again sitting in front of a monitor ;)).

  26. As mentioned in my agenda for 2013 (and in several older posts), I’ve been wanting to release “Phase 2” of Projekt W on more platforms than just windows.

  27. Agenda for 2013

    And so 2013 is here and it’s a good idea to update you on my agenda for this new year.

  28. We’re in the final days of 2012 (and the world didn’t end, who would’ve thought) and continuing my “tradition” this will be the final post of this year including different topics.

  29. I have updated the “Phase 2” beta to release #121.

  30. Using Generics in Delphi

    When it comes to “new” language features in Delphi (which usually have been in Free Pascal for years) I’m always willing to give them a shot.

  31. Updating the AI

    Now that the beta is out in the wild (and up until now I haven’t heard any big complaints) it’s time to finally bring the AI in line with all the changes in “Phase 2”.

  32. More than five years after the release of “Phase 1”, the first public beta for “Phase 2” goes live!

  33. Believe it or not, but after posting about “Phase 2” for over five years now I’m putting the finishing touches on a soon-to-be-released beta of the game!

  34. From "Phase 1" to "Phase 2"

    From time to time I sit down and play through a game of “Phase 2” after doing some coding on it, just to get a feeling on the game’s progress and user interface.

  35. Weekend posting

    It’s weekend and my last posting was almost a month ago, but don’t worry, I’m not idle at all.

  36. As you might have noticed from pretty much all battlefield-related screenshots I’ve posted over the last months (or even years), the battlefield was always surrounded by water (and earlier on by some kind of bowl), and I was never really happy with it.

  37. Just a quick heads-up to let you know that I’ve updated our “official” OpenGL-Headers for Delphi / Free Pascal to the recently release version of OpenGL 4.3.

  38. "Phase 2" - Jungle warfare

    Some live footage from the battleground : Somehow I could hardly resist not to call this post “Welcome to the jungle”, cause that’s exactly what I thought when playing around on the game’s manual battlefield in the “jungle”-setting.

  39. Well, another month passed by quickly, but I don’t want to let a month pass without a single post, so here is another states update on progress for “Phase 2”, and again with screenshots first (this time in 1920x1200 resolution with 4xAA) : The first shot…

  40. With the last post about “Phase 2” now almost two months old it’s time for another status update, and no status update without current screenshots : “Phase 2” is progressing nice.

  41. Some of you might remember my article on random dungeon generation that I released back in 2010.

  42. Dungeon Crawler

    About Javascript In 2014, I converted the Delphi dungeon generation code to Javascript.

  43. As usual, time flies by and my last update has been roughly a month ago, but no, I haven’t been lazy, and so here are a few new screenshots from the current development version of “Phase 2” (thumbs, click for larger view) : As you can see, the game is loo…

  44. Well, the last few months have been pretty rough as hinted at in my last posting for 2011, but slowly things start to settle, and though having a new job means not much time for hobbies anymore (8 hours a day plus driving to and from work won’t leave much…

  45. Some of you using glCapsViewer to upload reports for the OpenGL hardware database weren’t actually able to do so, especially those that wanted to upload reports from work or other places that needed special proxy settings to connect online.

  46. In addition to a new logo for glCapsViewer, I also worked on the database itself.

  47. I’ve just got note that version 2.35 of the Newton Game Dynamics engine has been released, which is mainly a bugfix release as Julio is already working on a 3.00 release with lots of new features.

  48. 2011 - Final posting

    So here we are again, another year is coming to an end and though 2011 wasn’t a very good year, it’s ending even worse than I could’ve imagined.

  49. Projekt "W" - Phase 2

    About Projekt “W” - “Phase 2” is the successor to the original Projekt “W” released back in 2007.