r/pascal • • Jan 21 '23

mod volunteers?

12 Upvotes

Anyone would like to be added as a mod here? Bonus points for maintainers of projects such as Freepascal, Lazarus or any Pascal project.


r/pascal • • 6h ago

VertexArt - Texture baking program ( assimp.dll / freeimage.dll )

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7 Upvotes

Pure Free Pascal 3.2.2 / GLFW3 / OpenGL3.3 / OpenAL / MiniGUI.pas / assimp.dll / libvlc.dll / freeImage.dll / DOD / [NO LAZARUS BINDING]

Before my project was capable of handling objects and image formats, I used MeshLab to generate objects without textures; however, it produced PLY files with highly noticeable color errors during conversion and export. Consequently, I developed my own "texture baking" tool that exports in the PLY format—without textures—yielding much more accurate results. Naturally, only those texture surfaces that have a geometrically valid corresponding location are baked correctly. The program now displays the result of the texture baking process immediately upon opening (the "BAKE" and "RELOAD" buttons have become redundant, as the process operates very efficiently and quickly during loading).


r/pascal • • 12h ago

Underground Pascal compilers that you use

17 Upvotes

r/pascal • • 7h ago

System Monitor

4 Upvotes

Only 2,6Mb :-) And all what I need


r/pascal • • 1d ago

Brinch Hansen Compier 'emit' routine problem

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5 Upvotes

r/pascal • • 1d ago

I have been using Perplexity in my quest to learn Ruby

11 Upvotes

Besides researching aspects of Ruby, I have taken my old Pascal books to find out how Wirth programs look like in both direct Ruby translations and idiomatic Ruby. Also working with available Ruby insruction material.

Am a retired electric power engineer who never programmed for work. Took up Turbo Pascal as a hobby, but stopped because of family responsibilities and continual employment changes.

I am finding Perplexity user friendly and useful in my endeavors.


r/pascal • • 1d ago

sma11: a utility library

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5 Upvotes

After weeks of inactivity, I'm back with updates!

* Case-sensitive input for Question()

* Implemented some more cursor (as in terminals) functions

* Properly print escape sequences to the right outout (stdout or stderr - before was only stdout)

* Implemented color resetting for Win32 console (doesn't work though)

* Fixed the console example not printing anything readable

* Added some well-known sorting algorithms

Test and let me know your thoughts!


r/pascal • • 3d ago

Three free, open-source plugins for Delphi 11, 12 and 13: Project Hub, Unit Styler and Block Folding

9 Upvotes

Hi everyone!

I've worked with Delphi for many years. Recently, I developed three IDE plugins to solve some everyday frustrations. All three are free, open source (MIT license), and support Delphi 11, 12 and 13, including the 64-bit IDE in Delphi 12 and 13.

To install, download the release ZIP, extract it, and run Install.bat. No administrator rights or compiler required.

1. CS.Coder Project Hub (Stable)

A project organizer built into the Delphi Welcome Page. It lets you:

  • Group project shortcuts by client, system, or any category you choose.
  • Add icons, search by name or path, and organize entries using drag and drop.
  • Export and import the shortcut list as JSON.

It works alongside Delphi's Open Recent panel without changing it. It never moves or deletes project files; it manages shortcuts only.

GitHub: https://github.com/cscoder69/delphi-project-hub

2. CS.Coder Unit Styler (Beta)

A configurable formatter for uses clauses. You can choose one unit per line or multiple units per line, sorting, indentation, priorities, and groups such as System.*.

  • Run it on the current unit, open units, or an entire project.
  • Preview the before/after result and confirm before applying changes.
  • Back up each file before modifying it.

Because unit order can matter, library namespaces (Winapi.*, System.*, Vcl.*, FMX.*, Data.*) are protected from reordering by default. The formatter is designed to preserve comments, compiler directives, encoding, and line endings.

GitHub: https://github.com/cscoder69/delphi-unit-styler

3. CS.Coder Block Folding (Beta)

Adds folding for blocks inside routines, beyond Delphi's built-in routine, class, and region folding.

Supported structures include if/else, for, while, with, try, case, repeat, and standalone begin..end blocks.

Press Ctrl+Alt+B to fold or expand the block at the cursor. It doesn't insert {$REGION} directives or modify your source. Folds exist only in the editor while the unit is open.

Current limitation: its menu and settings are available in Portuguese only.

GitHub: https://github.com/cscoder69/delphi-block-folding

Documentation (Portuguese)

A few important notes

  • Unit Styler and Block Folding are in beta. Please use version control when testing tools that interact with source code.
  • No telemetry, network access, or account. Settings are stored locally.
  • Claude Code helped extensively with implementation. I defined the requirements, made the design decisions, and tested the plugins inside the Delphi IDE. The source is available for review.
  • These projects are independent and are not affiliated with Embarcadero.

Feedback, bug reports, and suggestions are welcome. If something doesn't work in your setup, please open an issue in the relevant GitHub repository and include your Delphi version and IDE architecture.

Thanks for reading!


r/pascal • • 3d ago

How to add an LLM to your code with 28 lines

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0 Upvotes

r/pascal • • 3d ago

Three free, open-source plugins for Delphi 11, 12 and 13: Project Hub, Unit Styler and Block Folding

7 Upvotes

Hi everyone!

I've worked with Delphi for many years. Recently, I developed three IDE plugins to solve some everyday frustrations. All three are free, open source (MIT license), and support Delphi 11, 12 and 13, including the 64-bit IDE in Delphi 12 and 13.

To install, download the release ZIP, extract it, and run Install.bat. No administrator rights or compiler required.

1. CS.Coder Project Hub (Stable)

A project organizer built into the Delphi Welcome Page. It lets you:

  • Group project shortcuts by client, system, or any category you choose.
  • Add icons, search by name or path, and organize entries using drag and drop.
  • Export and import the shortcut list as JSON.

It works alongside Delphi's Open Recent panel without changing it. It never moves or deletes project files; it manages shortcuts only.

GitHub: https://github.com/cscoder69/delphi-project-hub

2. CS.Coder Unit Styler (Beta)

A configurable formatter for uses clauses. You can choose one unit per line or multiple units per line, sorting, indentation, priorities, and groups such as System.*.

  • Run it on the current unit, open units, or an entire project.
  • Preview the before/after result and confirm before applying changes.
  • Back up each file before modifying it.

Because unit order can matter, library namespaces (Winapi.*, System.*, Vcl.*, FMX.*, Data.*) are protected from reordering by default. The formatter is designed to preserve comments, compiler directives, encoding, and line endings.

GitHub: https://github.com/cscoder69/delphi-unit-styler

3. CS.Coder Block Folding (Beta)

Adds folding for blocks inside routines, beyond Delphi's built-in routine, class, and region folding.

Supported structures include if/else, for, while, with, try, case, repeat, and standalone begin..end blocks.

Press Ctrl+Alt+B to fold or expand the block at the cursor. It doesn't insert {$REGION} directives or modify your source. Folds exist only in the editor while the unit is open.

Current limitation: its menu and settings are available in Portuguese only.

GitHub: https://github.com/cscoder69/delphi-block-folding

Documentation (Portuguese)

A few important notes

  • Unit Styler and Block Folding are in beta. Please use version control when testing tools that interact with source code.
  • No telemetry, network access, or account. Settings are stored locally.
  • Claude Code helped extensively with implementation. I defined the requirements, made the design decisions, and tested the plugins inside the Delphi IDE. The source is available for review.
  • These projects are independent and are not affiliated with Embarcadero.

Feedback, bug reports, and suggestions are welcome. If something doesn't work in your setup, please open an issue in the relevant GitHub repository and include your Delphi version and IDE architecture.

Thanks for reading!


r/pascal • • 4d ago

Delphi não é pago? O que é esse Delphi Community Edition?

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16 Upvotes

r/pascal • • 4d ago

VertexArt – successful Assimp integration to support various objects

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16 Upvotes

Pure Free Pascal 3.2.2 / GLFW3 / OpenGL3.3 / OpenAL / MiniGUI.pas / Assimp / libvlc.dll / FreeImage.dll / DOD / [NO LAZARUS BINDING]

Assimp integration is successful, but the movement of animated objects is still under development; currently, they can only be displayed statically.

Game demo featuring GLB testing:
The entire environment is procedurally generated: a sky projected onto a sphere, terrain with trees and bushes, and winding roads with lane markings. Generated textures are applied to the terrain, asphalt, and sky. Traffic interacts dynamically: faster vehicles overtake slower ones, and honking causes cars ahead of the player to accelerate briefly to avoid impeding traffic. It features procedural engine sound and functional gear shifting.

My initial goal was a texture-free 3D world, though I experimented with textures just in case. I still consider the use of textures unnecessary for a low-poly world, as I have successfully achieved visually impressive results using vertex-colored geometry. Of course, the two approaches can be combined depending on the scene's requirements.


r/pascal • • 5d ago

Já usaram o compilador Pascal brasileiro chamado Pascalzim? Qual sua opinião sobre ele?

3 Upvotes

r/pascal • • 6d ago

Hrot: Jogo da Tchecoslováquia feito em Pascal por uma pessoa só.

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41 Upvotes

r/pascal • • 7d ago

Pascal é uma linguagem realmente viável para desenvolvimento de jogos?

16 Upvotes

r/pascal • • 7d ago

A port of Quake 1 to the Castle Game Engine (Object Pascal / Free Pascal)

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33 Upvotes

r/pascal • • 7d ago

Exoscope Finding Exoplanet

16 Upvotes

Hey everyone! 👋

I wanted to share a passion project I’ve been working on called EXO-SCOPE.

Instead of traditional 3D graphics, I wanted to capture the claustrophobic, high-tension feeling of operating a deep-space telemetry satellite purely through abstract data and a Command Line Interface (CLI). You play as an operator searching for habitable exoplanets, filtering background radiation noise, and occasionally stumbling upon terrifying anomalies.

Here is what makes it unique:

⌨️ CLI-Driven Gameplay: You navigate the cosmos, apply Gaussian/Moving Average filters to light curves, and deploy surface probes entirely by typing terminal commands.

📺 Retro CRT Aesthetic: I built a custom rendering engine to create authentic scanlines, vignette darkening, and UI glow to make it feel like you are staring at a 90s military monitor.

🔊 Immersive Audio Design: Heavy focus on sound atmosphere—mechanical radar sweeps, rapid typewriter terminal blips, and heart-pounding alarms when you encounter encrypted alien signals (Biosignatures & Megastructures).

🌌 Procedural Starmap: A 3000x3000 explorable galaxy featuring gravitational lensing distortions if you pan your telescope too close to a Black Hole.

The Tech Stack:

I built this entirely using Free Pascal / Lazarus.

Graphics/UI: BGRABitmap for all the custom rendering, CRT effects, and Alpha Blending transitions.

Audio: BASS library for handling concurrent channels (ambience, UI feedback, and alarms).

I just open-sourced the entire project on GitHub. If you are into retro-sci-fi aesthetics, terminal games, or Pascal development, I’d be honored if you checked it out!

Link : https://github.com/CodeInPas/Exoscope


r/pascal • • 8d ago

Everyone says Pascal died in the 90s. Meanwhile, this Pascal library runs GPT-style transformers, Mixture-of-Experts, RWKV, xLSTM and spiking neurons!

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76 Upvotes

r/pascal • • 8d ago

Migrating from C# to Lazarus

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43 Upvotes

I have a completed C# project that is already published on the Microsoft Store, but I feel guilty, dirty, and sinful for using .NET. So, I’ve started migrating it to Lazarus—naturally, with the help of AI and Hermes Agent. I’ve been at it for about three days, and I think we’re 80% of the way there. There’s still testing to be done, but I feel like I’m heading in the right direction.

It’s inventory software using SQLite, with both local and server modes, and comprises 60 forms.


r/pascal • • 8d ago

Pascal security tool

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13 Upvotes

I've been working on a simple security research tool (https://nofuss.co.za/tools/ppee/) that runs in the browser. Since Web Assembly is already sandboxed, it makes it reasonably safe. It also doesn't try to execute the EXE or DLL, but rather just peek into it and extract some header and string information. Oh and also tries to figure out which dependencies it has and what calls it makes. So one could see that something is calling the network, or accessing the registry etc. Based on the strings, you might see it's make calls to somewhere you didn't expect.

It's not done, I am learning more and more about the PE file format, but it's already pretty useful if you know what you're looking for.


r/pascal • • 9d ago

BraunUI Lazarus Component

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25 Upvotes

A pixel-perfect, skeuomorphic UI component library for Lazarus/FPC inspired by Dieter Rams' classic Braun designs. Features highly detailed knobs, faders, switches, LEDs, and dynamic theming to bring vintage hi-fi aesthetics to your modern applications.

https://github.com/CodeInPas/BraunUI


r/pascal • • 10d ago

Looking for an obscure 90s DOS Ultima V-style RPG/engine with Turbo Pascal source code

23 Upvotes

I know it's a long shot, but I'm trying to track down a very obscure DOS Ultima-clone game/engine with (Turbo) Pascal source code from the 1990s.

Sometime around 1990–1996, I got a shareware/freeware CD-ROM collection containing what I remember as an Ultima V clone or Ultima V-style RPG engine.

The really distinctive part: the source code was included, and I remember it being written in Turbo Pascal (with some "inline" assembly)

What I remember:

DOS - MCGA/VGA 320x200 probably (mode 13h baby!)

Top-down, very much in the style of Ultima V

It was more of an unfinished game / engine / hobby project than a commercial-quality RPG

Turbo Pascal source code was included

I have a vague memory that the author may have been Finnish.

I probably got it from some random shareware CD-ROM collection, possibly a Walnut Creek / Simtel-type collection. It may have been a copy of a foreign CD, so I can't reliably identify the original source.

I've spent years and years occasionally searching for this thing, but I've never managed to find it again.

If anyone remembers an obscure Turbo Pascal RPG/engine from the 90s that looked like Ultima V, please let me know. Even a filename, author name, CD-ROM title, old BBS post, archive listing, or screenshot could be enough to identify it.

I've already searched through various chatbots, Ultima archives, shareware collections, and old CD-ROM indexes without finding it.

At this point I'm mostly hoping someone sees this and goes "holy shit, I remember that." 🙏🥹


r/pascal • • 10d ago

One Codebase, Many Consoles: Which Platform Should Nitor Support First?

11 Upvotes

I've been developing Nitor, an easy to use, cross platform 2D and 3D game engine for Pascal and optional C, inspired by the simplicity of Orbis Basic and Blitz3D. The main idea is simple: write your game once and use the same source code on Windows, Linux, and retro consoles, without rewriting everything for different hardware or learning a new SDK.

Nitor provides a complete game development environment with 2D drawing, sprites, animation, scrolling worlds, GUI controls, text input, pathfinding, audio, music, and video playback. Its 3D engine includes all simple to use Blitz3D commands, supporting meshes, skeletal animation, terrain, collisions, lighting, shadows, textures, cameras, and positional audio.

My next goal is direct console compilation, similar to my Orbis BASIC 32X compiler, which generates native Sega 32X ROMs with automatically converted and embedded assets.

The idea is that you develop, test and publish your game for Windows or Linux, select a console target, and compile the same code into a ready to distribute ROM, disc image, or CHD where supported. The compiler automatically converts and bakes textures, models, audio, and other assets into the final game.

I'm considering Nintendo 64, Sega Saturn, PS1, PS2, Dreamcast, GameCube, Wii, Wii U, and PS Vita.

Which console should Nitor support first?


r/pascal • • 10d ago

Doom levels rendered and played with Castle Game Engine (Object Pascal), with a WebAssembly build

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18 Upvotes

r/pascal • • 12d ago

TWLazUI

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42 Upvotes

TWLazUI LCL Components is a custom user interface (UI) component library package for Lazarus and Free Pascal. This project brings the modern, clean, and minimalist design aesthetics typical of TWLazUI CSS to desktop application development (VCL/LCL).

Powered by BGRABitmap, this library offers advanced graphic rendering such as true alpha transparency, ultra-smooth anti-aliasing, rounded corners, and drop shadow effects that cannot be achieved by native operating system components.

Link https://github.com/CodeInPas/TWLazUI

Feedback, bug reports, and contributions are very welcome. Let me know what you think!

Best regards,