On GitHub I've already some SupraEngine subprojects, for example: - https://github.com/BeRo1985/pasmp My parallel-processing/multi-processing library for Object Pascal - https://github.com/BeRo1985/kraft My newer 3D physics Engine for Object Pascal - https://github.com/BeRo1985/pasvulkan Vulkan header generator and Vulkan OOP-style API wrapper for Object Pascal (it had also news articles on http://www.phoronix.com/scan.php?page=news_item&px=PasVulkan-Vulkan--Pascal-Bind and https://www.khronos.org/news/tags/tag/Pascal ) - https://github.com/BeRo1985/pasdblstrutils Pascal library for cross-compiler consistent and exact conversion between double-precision floating point number values and strings - https://github.com/BeRo1985/pasenet Pascal port of ENet with IPv6 support - etc.
But the SupraEngine main core project itself is still closed source (as long as it is not yet ready), except these already excerpt-uploaded (for users of this mailing list) zlib-licensed Math units, because SupraEngine will have a UE4-style licensing model, say, when it will be released, it will be free and quasi-open-source for free projects (it does not matter whether it are open source or closed source projects), but it will be revenue-share-based for non-free paid projects. A lawyer (a corresponding lawyer I have already in the selection) will formulate the appropriate license text for it, but this will be the last task, just before the release. But because the engine market is already largely saturated, it will be primarly for projects (at least for the first time), for example, Supraleiter (here some prototype videos with the old OpenGL-based engine: https://www.youtube.com/watch?v=SWanRYNNTUA&list=PLoqdQblnX8vS11pAzGXOak3nsC4UoaC4-&index=4 and https://www.youtube.com/watch?v=dR8OJoHWuGs&index=3&list=PLoqdQblnX8vS11pAzGXOak3nsC4UoaC4- and https://youtu.be/_SVL0_Z3WL8 and https://youtu.be/-mi2wOnks_A ), a StarTrek Voyager first-person-shooter (here some prototype videos, which had made my graphic-artist-contact testwise with UE4: http://www.indiedb.com/games/voyager-game-project/videos/scorpion#imagebox and http://www.indiedb.com/games/voyager-game-project/videos/deltaflyer-12-10-2016#imagebox and http://www.indiedb.com/games/voyager-game-project/videos/bridge-preview-9#imagebox ), etc. And I've testwise partly-reverse.engineered and partly-reimplemented the first two Original WipeOut titles (in ObjectPascal of course): https://youtu.be/MI_jtU2kiQk and https://youtu.be/zKpAWaByyyc for to test my newer physics engine in a real test game, as preparation for usage in my Supraleiter game project with the then new Vulkan-based SupraEngine. On Sun, May 28, 2017 at 10:22 AM, denisgolovan <denisgolo...@yandex.ru> wrote: > 28.05.2017, 09:55, "Benjamin Rosseaux" <benja...@rosseaux.com>: > > > I've put some units of my still work-in-progress UE4-style SupraEngine on > my root server, after I've read this mailing list thread => > > http://rootserver.rosseaux.net/stuff/supraengineunits/ > > > > Looks nice. Thanks for sharing. > How about publishing it on Github with small readme to ease contributions? > > -- > Regards, > Denis Golovan > > > _______________________________________________ > fpc-pascal maillist - fpc-pascal@lists.freepascal.org > http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal >
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