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Main forum => GLBasic - en => Topic started by: bigsofty on 2006-May-22

Title: Future of GLBasic...?
Post by: bigsofty on 2006-May-22
Hi,

I was wondering what is in store for the future of GLBasic Gernot, what is the feature roadmap that we can look forward to?

I personaly would like to see Shaders and possibly LOD controlable landcape rendering at some point?

What is your take on things, longterm Gernot?

Ian
Title: Future of GLBasic...?
Post by: Kitty Hello on 2006-May-22
In longterm I plan implementing things that might be missed by other programmers. If you want shaders, I'll put in shaders. LOD landscapes from a heightmap? Might implement this as well.

However, GLBasic is quite mature now. You can do anything you want with it. Some parts might need imporvments which is what I focus on mostly, now. Currently, I'm beginning to write games myself for these reasons:
-find minor bugs
-change/add feautures for more productivity
-focus on spreading GLBasic / expand community

Creating a program is one thing, using it daily is another. So, you can be sure: Now that I've started to actually work with it, you can benefit from all my experience.

Also a Mac port will be due sonner or later. I'm quite unsure how the x86 Macs will impact the market, so I'm still waiting before I get one.
Title: Future of GLBasic...?
Post by: bigsofty on 2006-May-22
Thanks for the reply Gernot, Im not desperate for any specific feature (I enquired more due to interest), which says something for the current feature set. ;)

A game eh, what type are you writing?


Ian
Title: Future of GLBasic...?
Post by: Kitty Hello on 2006-May-22
Right now I finished a Scramble remake in vectrex style. In showroom soon. Then I plan using the 3DJARCK thingy to write a 3D jump&run action adventure game. Lot of work, though,
Title: Future of GLBasic...?
Post by: mikiex on 2006-May-23
Its interesting you mention vectrex, playbasic which I guess you are familiar with has a load of commands for vector graphics (kind of shame the lines are not antialiased)

Then again it is easy to use texture mapped polys for lines also - for a cheap glowy effect