DEATHSHADOW'S
MADNESS
Madness and You, Perfect together!

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12 Dec 2009 - Launching Site, Welcome

After a rushed week of development, here's my Pascal website ready for your perusal. I've put up my glKernedFont project which is the start of the game I'm writing in SDL/OpenGL, and the SDLTexture unit I'm planning on building - which for now only does gradients.

So feel free to look around, I made up a links page to some good Pascal resources, I'm hoping to build that section up a bit further, and as with any site if you have any comments/questions/flames, feel free to nag me through the contact form.

11 Dec 2009 - glKernedFont Section Complete

Currently the largest portion of the site at 22 pages, this was the biggest hurdle on getting the site ready to go live. In writing up how it works and documenting all the variables and calls, I was able to lean down and improve the code in the process, and even rename some types and variables for consistancy (and to just make a bit more sense).

From here I just need to get the SDL_Gradient section working, though I think I'm going to rename that to SDL_Texture, and add a few more functions to it like noise, bricklining, motion blur, etc to make it a true 'on the fly' texture library. Why waste time with giant bitmaps in your distribution if you can generate your textures on the fly with a bit of code?

09 Dec 2009 - Links Page, Projects Page Text and sideBar content complete

Currently the largest portion of the site at 22 pages, this was the biggest hurdle on getting the site ready to go live. In writing up how it works and documenting all the variables and calls, I was able to lean down and improve the code in the process, and even rename some types and variables for consistancy (and to just make a bit more sense).

From here I just need to get the SDL_Gradient section working, though I think I'm going to rename that to SDL_Texture, and add a few more functions to it like noise, bricklining, motion blur, etc to make it a true 'on the fly' texture library. Why waste time with giant bitmaps in your distribution if you can generate your textures on the fly with a bit of code?

  1. Top of Page
  2. Main Menu
  3. Page Content
  4. Page Extras
  5. Bottom of Page