Hi all,
The original idea, was to release Gideros version that would support OpenGL ES 2 (at least as a beta version) in April. Unfortunately, I need to pause implementing OpenGL ES 2 for some time and need to focus on releasing a new version as 2012.09.11 to address all the bugs reported up to now. Also we'll include some of the plugins (Notification, Facebook for Android, Flurry for Android and Microphone) to 2012.09.11 officially.
Until then, this post was created to discuss all the issues about the new version - the features and limitations. Note that not all features might be introduced in beta release (if there will be one), and some features maybe be added with final release.
Features:
First
Render to texture
Shaders support
Second
Masking support
Multiple stages with multiple OpenGL contexts (AirPlay)
Limitations:
With the new version, we'll be dropping armv6 for iOS and will increase the minimum OS version for iOS to 5.0 (to use GLKView class) and increase the minimum OS version for Android to 2.3 (to use OpenSL). But we'll continue to support armv6 for Android devices.
Best,
Comments
A lot of developers here are "chomping at the bit" to get this support and will no doubt be disappointed by the delay - however more stable and less bugs is better than flashy features and lot's of crashes so I do understand.
I'd ask everyone else reading this to not let this become an excuse for @Atilim bashing but instead understand the reasoning behind this decision.
Just my $0.02
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Doh!! Ninja'd
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It is funny story. I thought that Gideros should go to increase our revenue, increase our userbase - alternative platforms even if it Windows Phone will be ok. But no, we just should drop more then 20000 downloads from 1 million.
It looks like 2012.9.11 will be my last update ever.
on the serious side, does this mean that there is no hope that opengl2 support comes in may, let's say (we hoped for a beta in april)? i've been postponing finishing my game since a few months as i always had the feeling that rendertotexture comes soon (at some point i even believed that it is due in january). but it is always later than sooner, so probably it would be better not to postpone anymore and find some workaround for the things i wanted to put into the game - although i don't see any.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Six month ago this number was 12%, so I presume that after 3 more months Android 2.2 usage will be near to zero. So, no it won't be your last update ever
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I have to say,I were waiting for this anxiously,but I rather have a stable version,
Keep up the great work man.
by shader support ,do you mean we can also write our own shaders as well? :-*
p/s: Look! the new "Angry Birds Friends" still support armv6
Ultimate Games on Appstore
Ultimate Games on Google Play
Unfortunately am going to have to port everything to another engine. I really wanted to continue but I have to meet timelines and we have already pushed it out too far.
transparency is good, thank you.
For an example of what I mean please look at http://ethanonengine.com/
@Scouser - cheers mate, that's all the thanks I get for years of devoted coffee making
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#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
While one way to look at things is to get an established and stable API, the other is that it takes a little while before one can learn/get familiar with the API/features, so it would be helpful to get some time to play with it and see how things would pan out.
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But the problem is, that in any case there will be a frustration,
either we drop support for older devices and move on the new technology right now,
or provide the last very stable version for users who want to support older devices, before moving to new tech.
The decision was very hard, but we decided to concentrate on stability (because same bugs could also be introduced in new version).
But the good news is, that the new version was almost ready, so unless there some major changes due to the found bugs, etc, the time span between versions will not be so big (as time between major releases have been)
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Thanks for your response. I guess I thought if it was almost ready you could release it as a beta but I understand. I have had to go back to MOAI and port my Gideros code base to get something finished up and released. While I like MOAI I don't feel like it is remotely supported so I don't trust using it too much and I don't have the resources to maintain it internally so hopefully we can Gideros support very soon as you say.
Are you working for Gideros officially now? I know I used a few of your great libraries before and I saw you have been updating the docs. Would be great to have you doing official code for gideros, especially some of your code for widgets and your other stuff which makes it easier to work with Gideros.
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