Re: [Plib-devel] State of the art?
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From: steve <sjb...@ai...> - 2006-10-17 21:09:36
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Juhana Sadeharju wrote: > Hello. When I first time did hear about plib, it sounded better > than anything. It was even used in game consoles. > > What is the status of plib now? Outdated? Yes - it's in quite severe need of major rework in the light of shaders, game physics, etc. I've been thinking about doing a 'PLIB-2.0' over Xmas (when I might have some time) - but the ideas for it are still stirring around in my head. There are really five major things: 1) Dump the audio library - build something new on top of OpenAL. 2) Merge the GUI library into the scene graph API. 3) Major surgery on the scene graph to support shaders, arbitary per-vertex data, FBO's, VBO's, etc. Dump all of the old-style OpenGL state and go for a 100% shader-based solution. 4) Support scripting inside the scene graph so that nodes can be customised. 5) Support 3D audio and rigid body physics within the scene graph. However, this would not be an evolutionary change - there would be no forwards, backwards or sideways compatibility. |