Hi guys.
Finally I don't think I'll launch a release yet, I'll finish all the functionnalities so I'll be able to show you exemple of very different game genres created with ODFAEG. (Because apparently this is what interest you)
It'll be useless to launch a realease which do the same things that existing library.
The framework is maybe a bit more complexe and I don't use 3 kind of matrix but 4. (base changement matrix, projection matrix, view matrix and transformation matrix.)
The base changement matrix is used to pass from one landmark to another. (Example : 2D to 2D isometric landmark.)
The projection matrix is used to pass from view coordinates to eyes coordinates. (Example : 3D view coordinates to perspective projection coordinates.)
The view matrix is used to pass from world coordinates to view coordinates.
And the transformation matrix is used to apply transformations to each objects.
But hopefully I've implemented some classes which already do all the job for you.
Actually I'm finishing to work out the 3D view class and my own pipeline. (To be able to render semi-transparent object with a depth test)
So It become very easy to display sem-transparent objects with the framework, you have just to put the faces of the objects into the pipeline when you update the current frame and draw everything which only one draw.
I'll finish this part so, I've not so many things to implement what's only remain is :
-The networking. (I've already a system which movement prediction but I've to rework the code a bit and put it to the framework)
-The particule system. (I'll re-use the thor classes which seems to be fine.
)
And the rest is the 3D part, I just need to implement a terrain generator. (I'll certainly do an heightmap and a raytracing to select objects (I've already done one in another project.))
A shader to render shadows and lights.
A 3D objects loaders and normally that's all.
The last complicate thing that I've to do is bones animations. (Fof example when I move the hand of the caracter, the glove moves with it.)
But it should be and I'll be able to launch the final release in 2016 I hope because I'll resume classes soon.
I'll update the git-hub repository this evening because I've made some changement in the 3D part and I've added the own framework pipeline.
I've clean up the code a bit to get rid of the bad code. (By making the Entity class copiable, it's not a problem because this lass is not heavy.)