ZenGL 2D Game Engine / Free open source / Android, iOS, Mac OS, Linux / Delphi, Lazarus, Pascal

Published: 21 August 2021
on channel: Sokovito Games
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Site ZenGL: https://www.zengl.org/
Download ZenGL 0.3.12: https://code.google.com/archive/p/zen...
Documentation: https://www.zengl.org/wiki/doku.php
Forum ZenGL: http://zengl.org/forum/
Youtube Channel New ZenGL:    / @sergshutk2757  
Download New ZenGL: https://github.com/Seenkao/New-ZenGL
Download Omega Engine: http://andru-kun.inf.ua/omega.html
Download Omega Engine: https://sourceforge.net/projects

Group Telegram: t.me/Sokovito
Group Vkontake: https://vk.com/sokolovdelphi
Group FaceBook:   / 664468363641045  
Group Odnoklassniki: https://ok.ru/group/54720684752915
Programming site: delgame.at.ua

Donate (Поддержка канала копеечкой):
Donation Alerts: http://www.donationalerts.ru/r/armag

ZenGL is a cross-platform game development library written in Pascal. This game engine provides the necessary functionality for 2D graphics output, input processing, sound playback, and more.

The engine developer is Andriy Kemka (known as Andru) from Ukraine, the city of Zhitomir. Prior to that, he was the developer of the Omega GL engine. The development of the engine took place from about 2007 to 2013. The latest official version of the engine is 0.3.12. Further development of the engine is carried out by Sergey Shutkin from Russia (known as Seenkao).

He added the Green Engine library to the engine, also added an independent input field, changed and accelerated the system for working with text, changed the processing of the keyboard, mouse, touch pad, added the ability to post rendering. The current version of the modified engine at the moment is 3.28. It is distributed on github under the same free license called New ZenGL.

But with the old version of Zen GL, it is only partially compatible and its capabilities have been expanded, and some, on the contrary, have become incompatible or have lost their functionality. In considering this material, we will stick to the official old version of the engine, but we will make corrections and compare these features with the new unofficial version of New Zen GL.


The engine supports Windows, Linux, Mac OS X, Android, i OS platforms.
The new version supports Mac OS Cocoa, and work with i OS has not been tested.
The following programming environments are supported: Delphi, Lazarus, Free Pascal.
But the new unofficial version through the Delphi environment can only compile projects under Windows. Improvements are needed for the Android platform.

Let's consider the main features of the official version of the engine:
Working with graphics is implemented by means of the Open GL library
Ability to use in the form of so, dll, dy lib libraries and directly the source code.
Rendering to both native and pre-prepared windows.
Event logging.
Loading resources directly from files, memory and zip archives.
Multithreaded loading of resources.
The ability to expand the number of supported data formats.
Antialiasing, screen resolution, refresh rate and vertical sync control.
Correction of the proportions of the displayed image relative to the specified dimensions.
Controlling the title and size of the window, the presence of automatic centering.
Controls the visibility of the cursor within the window.
Handling keyboard, mouse and joystick events.
Processing Unicode text input.
The ability to restrict input to the Latin alphabet.
Supports tga, png, jpg and pvr formats.
Correct work with NPOT textures.
Filtering parameters management.
Working with masks.
The presence of render targets for rendering to a texture.
Textural Unicode fonts.
Output formatted text in UTF-8 encoding.
Controls indents, size, color of vertices and the number of characters in the text.
Batch render to improve performance.
Rendering of the main types of primitives.
The presence of a sprite manager.
Rendering static sprites, sprites with animation and tiles.
Rendering the transforming mesh.
Rendering sprites with manual indication of texture coordinates (with pixel dimensions and usually from 0 to 1).
Controls blending and color mixing mode.
Ability to assign color and alpha to individual vertices of sprites and primitives.
Additional transformations of sprites (mirroring, increasing, offset of vertices).
Fast clipping of sprites out of sight.

When working with video, the following options are available:
Decoding frames to texture.
Theora codec support in ogv container.

It is also possible:
Basic set of math helper functions
th.
The required set of functions for triangulation.
Basic set of collision functions.
Working with ini files.
Helper functions for working with files and memory.


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