
That would be interesting, but, honestly, what - if any - pieces would be relevant to Boost? In general, there are a few areas that might be concrete and reapplicable enough to warrant Boost inclusion (or at least discussion): 1. Graphical user interface library. Such as win32gui for all (well, at least Linux, OS X and Win32..) platforms. There are a lot of potential input/inspiration in the game developer communities here. The GUI of a game is general enough (buttons, overlays, text, scrollbar...) that it might be isolated. 2. Geometry. We already have uBLAS, but there are definitely other matrix operations that would be needed for a proper 3D (sub) engine, and other non-matrix geometric operations. 3. 3D Rendering. Would it be possible to build an Ogre-like (in functionality and scope) layer using modern C++? I would probably start with wrapping one of these "Ogre" libraries. 4. AI. Well, the AI in games do not really have time to use advanced AI, but there are a host of interesting AI models one can Boostify, such as support vector learning (or other kernel methods), GA or at least a basic perceptron library :-) I have a hard time visualizing a Boost.GameEngine library, but it could be a separate effort, using Boost and its principles, and *perhaps* being able to borrow the name "Boost" somehow, but that is obviously up to Management. /David On Jul 17, 2007, at 1:34 PM, Felipe Magno de Almeida wrote:
Hi,
There were some little interest for this in another thread here in boost. So, who has any experience in game programming, it would be interesting to layout some requirements for a new engine and complaints from other engines. See if we can find out how a game engine should really be.
Regards, -- Felipe Magno de Almeida _______________________________________________ Unsubscribe & other changes: http://lists.boost.org/mailman/ listinfo.cgi/boost