Announcing gameplay v1.4

Announcements

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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!

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