I see Gideros will have amazing features coming soon, i suggest to add many examples from the current ones to help newbies (which is not updated for ages)
@atilim: no wonder you have been quite. I'll put my RetroStar on hold for this and do something that doesn't need 3D until it's ready...
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Just want to add my congrats and woo hoo to the list - way to go @atilim!
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@atilim, This looks great! Is the OpenGL ES 2.0 close to release? Any remaining issues? I really need to use shaders to port something from MOAI. Will there be a beta?
@atilim, Thanks for the response and your work on this. Does that mean the next release should have it but your saying there isn't a timeline for the next release? Thanks again!
Currently, I'm implementing two different branches: 2012.* and 2013.*. - 2012.* is OpenGL ES 1.1 port and if I release a 2012.* version, it'll contain only bugfixes and small improvements. - When I release, 2013.* version, it'll contain OpenGL ES 2.0, shaders and render to texture.
Because releasing a 2012.* version only depends to bug reports, there is a probability that 2012.09.10 is the last version of that line (I hope ).
Maybe I'll change the versioning with the new OpenGL ES 2.0 release. I start to think year.month.xx may not be a good versioning system.
I missed this video as I was away, it is amazing specially if that is what we could do with Gideros. Would await the new release of Gideros... hopefully anytime soon, right @Atilim
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And it looks there there would be a need for Vector class to support this, right?
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fantastic! Nice progress
I see Gideros will have amazing features coming soon, i suggest to add many examples from the current ones to help newbies (which is not updated for ages)
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time to renew my subscription....
but no money now!!!! (
wuuuuueeeehhhhhh!!!
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#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
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Currently, I'm implementing two different branches: 2012.* and 2013.*.
- 2012.* is OpenGL ES 1.1 port and if I release a 2012.* version, it'll contain only bugfixes and small improvements.
- When I release, 2013.* version, it'll contain OpenGL ES 2.0, shaders and render to texture.
Because releasing a 2012.* version only depends to bug reports, there is a probability that 2012.09.10 is the last version of that line (I hope ).
Maybe I'll change the versioning with the new OpenGL ES 2.0 release. I start to think year.month.xx may not be a good versioning system.
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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