|  |  | |||
|  | ||||
|      |      | 
 
	 Contents 
 
 Atmosphere - Based on Eric Grange's demo "Earth".Imitates atmosphere around a planet..The atmosphere changes depending on light source and camera position. Now part of GLScene. 
		
	Executable 
 
 
 UnitHUD - Component, that allows to attach a health/armor indicator to a unit. Camera Utilities - This library has a class, that allows the camera to MoveAroundTarget with inertia. 
	
		
	Executable 
 
 
 Cannon - A class. that can imitate how a cannon locks on its targets. 
		
		Executable 
 
 
 
	
	Console - Based on 
	TGLConsole сomponent from 
	http://caperaven.co.za/. A system of internal and 
	external commands, a help system, 
	auto completion was introduced, all inputted 
	commands by user are remembered, etc. Now part of GLScene. 
 
 
 Engines - A simple component that allows to attach several engines to a object. Engines can be turned on/off and leave a trail behind themselves. 
	
		
	Executable 
 
 
 Explosion Manager - Component, that allows to create very complex and different explosions using any combination of the 6 standard GLScene components. Now with sprite support and more examples. 
	
		
	Executable 
 
 
 Explosion Manager v2 - Component, that allows to create very complex and different explosions using my new shockwave shader component. Other effects include a series of fireballs and standard particle effects. You can purchase the source code for 50$ if you like the demo. 
	
		
	Executable (2.38 Mb) 
 
 
 
	
	Gui - An illustration of my TGLComboBox 
	component, of other GLGUI components and of how to imitate a TGLComboBox and 
	a Progress Bar. 
 
 
 Lines - My version of lines and dots. Also contains vector list classes. 
	
		
	Executable 
 
 
 Model Manager - Bassed on the component of Blaise Bernier (08/12/2003). The Model Manager is a class that provides an easy way to manage models and master objects of proxies at runtime. You just need to have the model filename and the texture filename and it will load it into the list or return the already existing model. 
		
	Executable 
 
 
 
	
	Mouse Emulator -This unit is designed to emulate 
	mouse movement with keyboard. All 
	
		
	Executable 
 
 
 
	
	Movement Manager - Manager that controls 
	all the movements in the game Collision Engine - Allows to predict collisions of all kinds of objects and change their movement path in a way to avoid the collision. Still not final version. 
	
		
	Executable (Collision Engine + Movement Manager) 
 
 
 MultiProxy - My version of the GLMultiProxy component. Allows to change the texture of the proxy, depending on the distance to camera. Will be used to change the texture of the unit depending on the unit damage level. Now part of GLScene. 
	
		
	Executable 
 
 
 SmoothUserInterface - A more flexible version of GLUserInterface. Allows to use a virtual cursor (like my Mouse Emulator, or a Joystick, for example) and to save coordinates when UserInterface.Active is set to True. Now part of GLScene. SmoothNavigator - GLNavigator with inertia support. Now part of GLScene. 
		
		Executable 
 
 
 Space - This is my Space map component. Is supports 12 types of cosmic objects, most of which are multiproxies. All objects are created dynamically using only settings from the configuration file. 
	
		
	Executable 
 
 
 
 
 Drag-Drop Source demo - A demo of TStrangeDragDropSource - a component that allows to organize file dragging from your Controls. 
	
		
	Executable 
 
 
 Drag-Drop Destination demo - A demo of TStrangeDragDropDestination - a component that allows to easily handle dropped files (for example, from the Windows Explorer). 
		
	Executable 
 
 
 
	SimpleNavigation demo - 
	A rather simple component written by request from 
	someone at the 
	
		
	Executable 
 
 
 
	
	StrangeTrackbar demo - Just a better 
	TrackBar, that can use floating point numbers 
		
		Executable 
 
 
 
 
	
	Unit Masks Test 
	Utility -  This program allows you to see, how units will look 
	in the game. 
	
		
	Executable 
 
 
 Space Viever SDK - A simple utility that allows to view skyboxes and skyspheres. 
	
		
	Executable 
 
 
 
 
	
	CG Bomb 
		shader demo - 
	Just a good-looking shader.
		Now part of GLScene. 
 
 CG Zap shader demo - Just a good-looking shader. 
	
		
	Executable 
 
 GLSL Morph shader demo - Just a good-looking shader. Based on demo by Dave Gravel. 
	
		
	Executable 
 
 GLSL Bump shader demo - Just a good-looking shader. Now part of GLScene. 
		Source + Executable (840 
		Kb)  
 
 GLSL Diffuse Specular shader demo - Just a good-looking shader. Now part of GLScene. 
		
		
		Source + Executable (770 Kb) 
 
 GLSL Erosion shader demo - Just a good-looking shader. Based on demo by Dave Gravel. 
	
		
	Executable 
 
 Multi Shader demo - TStrangeMultiShader is a component that allows different shaders to be accessed using a unified interface. Shaders' properties can be saved and loaded in a easy way too. This demo is now obsolete. 
	
		
	Executable 
 
 Phong ARB shader demo - Just a good-looking shader. Now part of GLScene. 
	
		
	Executable 
 CG Fresnel shader demo - Just a good-looking shader. 
	
		
		Executable + Source 
 CG Shockwave shader demo - Just a good-looking shader. You can purchase the source code for 30$ if you like the demo. 
	
		
		Executable + Source 
 
 GLSL Fur shader demo - Just a good-looking shader. 
	
		
		Executable + Source 
 
 
 GLSL Lattice Shader demo - Just a good-looking shader. 
	
		
		Executable + Source 
 
 
 Shader Combiner Fur + Erosion shader demo - Just a good-looking shader. 
	
		
		Executable + Source 
 
 
 Shader Combiner SimpleGlow + DiffuseSpecular shader demo - Just a good-looking shader. 
	
		
		Executable + Source 
 
 GLSL Post Blur shader demo - Just a good-looking shader that blurs the whole scene. Now part of GLScene. 
	
		
	Executable + Source 
		(621 Kb)  
 GLSL Post Video effects shader demo - Just a good-looking shader can even imitate HDR effect. 
	
		
	Executable + Source (621 Kb) 
 
 
 
 
 
 AI + GLScene - two programs and a set of components, developed by RiverSoftAVG (Tomas G, Grubb) and ported to GLScene by me. A good example of how to imitate behavior of birds or fish in a flock and create formations. Unit formations in the project will be supported based on this method. 
		
		Source + Executable 
		 
 
 GLScene Runtime Editors - A demo that shows how to use built-in GLScene editors at Run-Time. Also contains some of my ports of Design-Time GLScene editors to ExtLib Run-Time property Editor. More info here. 
		
		Source + Executable 
		(720 Kb) 
 
 
 Image Test - simple application which can change the color of the textures. Very slow and simple. The engine will support this method, but most likely it will not be used. 
	
		
	Executable 
		 
 
 
 Image Test - 2 - simple application which can change the color of the textures using two masks. The engine now uses this method as its main one. Supports MD3, MD2 and 3DS format. 
		
	Executable 
		 
 
 
 Image Test - 3 - an advanced version of the "Image Test - 2" utility. Now you can use any color, not just the 16 standard ones. Textures and masks can be loaded from any type of picture files. A couple of buttons were added to demonstrate.all the new stuff. 
	
		
	Executable 
 
 
 
	
	Scale Interface Demo -  The demo 
	shows one way to scale interface elements when changing resolution. 
 
 
 
 NormalMap Converter - A utility, that converts a height map into a normal map. See the included ReadMe file for details. 
	
		
	Executable 
 
 
 Script Exporter - Converts strings like "some_string" into "Add('some_string');". Pretty simple, but useful when making components from shaders. 
		
	Executable 
 
 
 
 Text Replacer - Utility in an "forever beta" state, allows to replace blocks of text in a file. I used it once to add a "license" section into all of my units. 
	
		
	Executable 
 
 
 
 IniFiles - A unit, which combines the best of Borland IniFiles, BigIni and RXIni Some GLScene-specific functions were added. 
		
	Executable 
 
 
 
	
	Ini Objects - This unit is designed to easily save/load 
	class's properties to/from File, IniFile, 
	MemIniFile, Strings and other formats using a unified 
	interface. 
	
		
	Executable 
 
 
 Math Utilities - Contains a bunch of math functions, including how to find distance between to lines in 3D space. 
		
		
		
		Executable 
 
 
 
	
	Design document - The current version of 
	the design document. Only in Russian, sorry. 
 
	
	BlockB - information about the world 
	of Sector-37. Will be integrated with the design document. Only in Russian, 
	sorry. 
 
	
	Technical issues - Current version of the 
	technical issues document/ Only in Russian, sorry. 
 
	
	Plans for the future -  Only in 
	Russian, sorry. 
 
	
	Current goals -  What needs to be 
	done. Current tasks. Most in Russian, sorry. 
 
	
	Interface -  All materials, 
	concerning the interface of the game. 
 
	
	Snanned notebooks - Notepads that our 
	scriptwriter sent me. Only in Russian, sorry. 
 
	 
 | ||
|---|---|---|---|---|
|       | ||||
| 
 
 
 | ||||
| Updated: 25/08/09 | ||||