Hum i think it will be better to think about a global scene manager like with blitz3d.
Gambas must delegate all the general game process to a lib and concentrate on the game story. 2015-06-11 12:42 GMT+02:00 Kevin Fishburne <kevinfishbu...@eightvirtues.com>: > On 06/11/2015 06:01 AM, Girard Henri wrote: >> Kevin, you aren't english ? >> By the way may you send me the code source of your program ? >> Excellent interview >> Henri > > I'm in North America/U.S./Georgia/Stone Mountain and know English but > very little Spanish or French. > > I haven't decided who I'll help parse Sylph's source code to assist in > building a component library for a game engine in GAMBAS. I think > refining some of the useful bits/procedures from Sylph and integrating > them into a general-purpose game engine class would be a good way to > start, but first we (or someone) should decide what logical/common > OpenGL functions should be used. > > Some ideas would be procedures to set material properties, set > orthogonal and perspective projection matrices, load 3D (Wavefront) > models, call display lists, chane blending modes, accept gamepad input > not using SDL (/dev/input/js0), or whatever anyone on on the mailing > list can think of that would be useful in a general purpose game engine > library. > > -- > Kevin Fishburne > Eight Virtues > www: http://sales.eightvirtues.com > e-mail: sa...@eightvirtues.com > phone: (770) 853-6271 > > > ------------------------------------------------------------------------------ > _______________________________________________ > Gambas-user mailing list > Gambas-user@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/gambas-user -- Fabien Bodard ------------------------------------------------------------------------------ _______________________________________________ Gambas-user mailing list Gambas-user@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/gambas-user