- Brad Fish's glFont. It has it's own file format with an RLE type encoder, only stores the data as an alpha channel, and best of all, a kerning engine so that you are no longer restricted to monospace fonts.
But I can't just sit around with my thumb wedged up my backside, so I decided to revisit the language I love - Pascal - and to work on it as a labor of love. Back in the 80's I wrote all sorts of silly little CGA graphics games in Turbo Pascal, some of them even using the turtle graphics unit - So I figured since my time is now my own, why not try re-doing those old simple games using modern graphics and a modern compiler.
I've been watching Free Pascal's progress the past decade and a half, but have never really been able to put together the pieces to do anything useful with it. Every time I'd start up a project, some library I'd chosen would go the way of the Dodo or stop working in newer versions of the compiler - but a lot of it was I just never had the time, or failed to grasp certain bits of the technology. Simple fact is, I have a wierd mental block, where I can still hand compile my own Z80 machine code, but cannot wrap my head around visual programming. (Making Delphi and Lazarus useless to me)
Coming back to FPC after this long hiatus I'm pleasantly suprised at just how far things have come. Where programming OpenGL or DirectX were a royal pain just a few years ago, the current implementation of SDL with it wrapping OpenGL has opened the door to so many possibilities - I've already in just a week churned out more useful code for building a game than I had in the two decades prior.
Said code being useful enough that I figured why not toss together a website and share. The above projects are, as noted elsewhere on the site released to the public domain. You are free to re-use them in any project so long as you at least give mention in your program credits or readme.txt