Announcing gameplay v1.4



Sean Paul Taylor here again with some great news about gameplay, our open-source and cross-platform C++ game framework. gameplay version 1.4 is now available!  Since my last introductory announcement of gameplay v1.2, we have made some good progress and have added new features:

New features

  • Lua script bindings on all public interfaces of the framework.
  • Script binding generator tool for creating user-defined Lua script bindings from Doxygen XML.
  • AI state machine for AI programming/scripting on game objects.
  • Virtual gamepad input support with custom theming using UI system.
  • Optimizations using NEON math for mobile platforms.
  • Compressed texture support for DXT, PVRTC, ATC and ETC1.
  • Improved modular shaders with support for #include in shaders and new light map support.
  • Optimizations and Improvements to the UI system such as inertial scrolling and scrollbars.
  • Pre-built versions of the gameplay-encoder and gameplay-luagen tools.
  • Optimizations in animation and physics.
  • Fixes to support Maya 2012/2013 COLLADA DAE_FBX export.
  • FBX 2013 format support.

The ‘next’ branch features for v1.5, v1.6, v1.7

  • Linux support.
  • Vehicle physics.
  • AI path finding with navigation meshes.
  • Physical Gamepad input for Xbox 360, Wii, and Bluetooth® HID controllers.
  • Terrain.
  • Scene editor tool.


We’re extremely committed to the open source community and invite you to contribute on our projects.

Happy gaming!

About seanpaultaylor

Experienced in advanced rendering using OpenGL, Direct3D and Vulkan. Very passionate about game development including advanced graphics, physics, animation and user interfaces. Founder and architect of the indie gaming project, an open-source, C++ game framework helping game developers learn under the hood basics of game engine tech supporting both mobile and desktop platforms.

Join the conversation

Show comments Hide comments
+ -
blog comments powered by Disqus