I think GlBasic needs a guaranteed physics engine. I know Newton was attempted but with the IPhone option, wouldn't something like ODE be a better option, and is it even possible?
Also, GlBasic can import Blender files, but I was wondering if it will ever get to a point where the import can recognize Emptys' and Curves. I imagine using Blender as THE level editor for my game. I place an Empty where doors turn and of course, Curves can aid in paths for characters and cameras.
With the new particle system on the way, all that's needed is a stable GUI(DDGUI?) + possible scripting extension, and hopefully get the 3D up to or beyond the Blitz3D level. Thanks.
Well other than better Blender support, the rest of what you have listed could be done by you (or others here) through the use of libraries although it would be a fair amount of work.
Gernot does respond and fix bugs (as well as add extra features) extremely rapidly and often, but he is still just one guy who has a real job so don't expect any of what you have listed to suddenly appear in GLB any time soon (as it would be a freaking ton of work, especially from the cross-compiler point of view) -- unless the other forumites have done or are working on adding such functionality. :)
Sorry if I sound harsh, but your post comes across as demanding even if it wasn't meant to be as such. Or maybe it's just because I'm currently very grumpy. :)
There's the TclTk Scripting language that provides cross platform GUI components, as well as DDgui, which is quite mature now.
I have to think of a better way to create user defined widgets, though.
There's a project that portet Box2D to GLBasic, which is cross platform then. I'll have to search, but it's 2D only.
I also have an idea how to quickly implement external files without INLINE wrappers so you can access cpp files without knowing of C++.
I've been here a long time. My post wasn't meant to be demanding. I've been in a forum where someone asked how to throw a grenade and the answer was use a physics engine. Maybe I should just buckle down and make a small something or other customized for my game.
The CPP file access sounds like a simple import line would allow me to use any C++ based LIB. That's very interesting. Thanks for the time and info Gernot.
Yeah I know you've been here a while. I'm just not myself today and I apologise if I came off as harsh. I should have left the reply to Gernot as it's none of my business and I wasn't adding anything useful to the conversation anyway.
Quote from: quick2code on 2009-Aug-04
With the new particle system on the way, all that's needed is a stable GUI(DDGUI?) + possible scripting extension, and hopefully get the 3D up to or beyond the Blitz3D level. Thanks.
Im glad to know there are expectations and high interests in my system, however....
I dont guarantee the 2d, nor 3d particle systems, to work on an iphone.
I will depend on real feedback from people testing my system on an iphone, if theres any hope for it, to work on one.
The 2d particle system is 99.999% ready for beta testing, i need to have one issue ironed out first.
And, as far as the 3d side of it goes( due to its extreme sophistication ) , the projected time of completion of the 3d API BETA, is something like a month+ from now.
Assuming Gernot has a little bit of time( i dont want to take away his family time ), I will pick his brain( its big, and abused ) apart, to work out all the internal issues dealing platforms other than win32.
-Keeping fingers crossed for iphone - Hemlos