When you compile large source files that use templates intensively, you may receive the “File too big/too many sections” error. For the Visual Studio compiler you can simply use the /bigobj flag. The equivalent in mingw-w64 is the -mbig-obj flag. However, this is not a compiler flag but the GNU assembler and it should be passed to it.Read More →
For some time I’ve been watching the Castle Game Engine development. This is a game engine written in ObjectPascal language. I have worked many years in this language so I have a certain sentiment. Object Pascal has simple, clear syntax and very short compile times. This features should be very helpful in game development.
Unfortunately I ran into a minor problem. Closing a window of each example stops execution and throws exception. The problem was in used Free Pascal compiler version.Read More →
The new release candidate includes security fixes (related to the deserialization of objects sent over the network) and important improvements for mobile game developers.Read More →
After eleven beta versions and three release candidates, Godot 3.1 saw the light of day. The work lasted 14 months, which is 4 months shorter than the work on the revolutionary version 3.0.Read More →
I’m a very strange man who wants to storage all his data on own hardware. But currently most of projects management software are online services. I like to use internet as a communication tool but never want to give all my plans away from my disk. Maybe I’m just old, maybe I’m paranoid 🙂 Because I don’t found a satisfactory solution. I start working on my own.Read More →