[fpc-pascal] FPC Graphics options?
Sven Barth
pascaldragon at googlemail.com
Wed May 17 07:59:36 CEST 2017
Am 17.05.2017 07:12 schrieb <noreply at z505.com>:
>
> On 2017-05-15 17:27, Graeme Geldenhuys wrote:
>>
>> On 2017-05-15 22:50, noreply at z505.com wrote:
>>>
>>> Graeme will need to clarify whether he was trying to be harsh on FPC
>>> entirely, or just specifically in some areas.. :-)
>>
>>
>> I'll try and clarify... I believe FPC generates slow (or slower than
>> Delphi, GCC and Java) code no matter what. The saving grace is that
>> you don't really notice it on normal event-based desktop applications.
>> Writing a game is a whole different story. Games are way more
>> sensitive to performance.
>>
>> Now the game I wrote, was a desktop GUI application. It was slow under
>> Linux, FreeBSD and Windows. So the results were consistent, no matter
>> what GUI API was used.... Be that fpGUI (via GDI), fpGUI (via X11) or
>> LCL-GTK2. In all cases, game rendering was to a memory image, then
>> once done, that memory image was bitblit to the Window Canvas.
>>
>> The Java and GCC versions did the same, but were faster.
>>
>> That's all I can say about. Make your own assumptions - read into it
>> any conspiracy theories or what-not. ;-) At this point I don't really
>> care, as I already moved on with that project, using OpenGL instead
>> (both for Java and Object Pascal).
>>
>
> But any game ends up using opengl anyway, doesnt' it? Sorry I'm not a big
game programmer. Want to be, some day.
No, OpenGL is not a given. E.g. on Windows you can use DirectX and
depending on the demands of your game a TCanvas might be completely
sufficient.
Also Graeme was talking about a raytracer which is a completely different
beast compared to OpenGL/DirectX/Vulkan. While a raytracer *might* use one
of those APIs for output of the final image the main task is the
calculation of said image and *that* is where Graeme said that FPC had
problems.
Regards,
Sven
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