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:
- 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.
- Scene editor tool.
We’re extremely committed to the open source community and invite you to contribute on our projects.