A new version of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). This is the biggest update since I released this tool, including lots of new features that also brought along a few changes to the online database. I also decided to drop the “beta” tag now that more than 1,300 reports have been uploaded, making this the first non-beta release of the Vulkan Hardware Capability viewer.
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Vulkan Hardware Capability Viewer 1.2 released
I have released an update to the Vulkan Hardware Capability Viewer. The new version (1.2) adds support for os-specific surface capabilities that are added to the reports and online database.
This adds a new category to the tool and reports at the online database (for example this one) containing:
Surface properties (extents, usage flags, transforms, etc.) Surface Formats (incl. color spaces) Present modes You can download the new version from https://vulkan.
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Projekt "W" - Phase 2 - First linux release!
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!
Only a few small issues had to be fixed since my last posting about going multi-platform. No big deal, only a few visual glitches, missing staff images and (very annoying) a missing flood fill algorithm. I use flood fill to generate the colored territorial maps on each turn, and lazarus doesn’t implement this for the linux widget sets, so I had to write one on my own that isn’t slow as hell.
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Going multi-platform, part 5 : Finishing touches
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. So if you’d put them side-by-side in fullscreen mode you wouldn’t notice any differences!
Currently I’m putting the finishing toches on the linux release and only a very few minor things have to be fixed and adjusted before I’ll release the linux version into the wild, so you guys can play with it and provide me with feedback, the linux world is far more fractured than the windows world, so I’d love to know how the game runs on different distributions.
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Going multi-platform, part 4 : First run on a native linux
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. As hinted at in my last posting, nativeXML wasn’t working on linux (and I haven’t been unlocked for their support forums, after over a week of wait!) so I decided to write my own wrapper unit that uses fpc’s or delphi’s xml implementation, depending on the compiler target.
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Going multi-platform, part 3 : First throwback
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. I had to change some small things here and there, but after a few hours you can now no longer distinguish between the two builds, maybe except for performance. It looks that some stuff that’s pretty fast with delphi is kinda slow with fpc, for example accessing stringlists and stuff.
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New Projekt "W" - Phase 2 beta release 121
I have updated the “Phase 2” beta to release #121.
This is dubbed the “AI update”, as it adds a lot of functionality and tweaks to the (enemy) AI of the game. When releasing the first “Phase 2” beta, it’s AI was pretty much at the same code level as the one for “Phase 1” and it actually didn’t do a lot of the new stuff that the gameplay offered.
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Projekt "W" - First public "Phase 2" Beta
More than five years after the release of “Phase 1”, the first public beta for “Phase 2” goes live!
I’ve been working on “Phase 2” almost every single day for the past five years, and a lot of coding, creativ work and though went into this game. And though at some times it looked like I’d never get it done I finally got to a point where the game is in such a good shape that I can release a beta to the public, so everyone being curious can take a look at the game’s current shape and how much it evolved compared to “Phase 1”.
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Weekend posting
It’s weekend and my last posting was almost a month ago, but don’t worry, I’m not idle at all. As for “Phase 2” of Projekt “W”, I finally got around writing the manual to it, and while doing so I noticed that it’s actually pretty hard to write a manual for such a complex game. And even worse if it’s your own game, as it’s extremly hard to write a manual that can be used to learn the game by someone that has never played it.
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"Phase 2" running on Linux (using WINE)
After releasing “Phase 1” (which was actually quite some long time ago) several people were asking for Linux support, but actually I wasn’t keen of having to port the game over to Linux (and I haven’t changed on that since then), so there never was (and never will be) a port for Linux. And as it seems it was also not possible to get the game running using WINE due to the fact that it used GDI+ for doing several imaging related things.
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