- Irrlicht (graphics of course)
- Tokomak (physics)
- OpenAL (audio)
i am considering whether to rely solely on tokamaks collision code or to wire in Opcode (so i can support trimeshes) - i only want one collision engine if possible and irrlichts cant handle physics (yet)
so this will be a higher level game coding interface that will eventually include:
- graphics
- physics
- collision
- characters (player, non-player, networked player)
- an XML scene format
- integrated audio reactions (ambient, object, etc.)
- a time slicing framework (to better manage framerate and updating)
- a reactor framework (things that respond to events)
- directed graphs (finite state machines)
- networking code (probably using HawkNL)
- scripting integration (lua or simkin)
- setup screens (ala ICE hopefully!)
anything else i can think of that will give game designers an integrated solution - so post your wish list and ideas here
i am hoping for something as easy to use as blitz3d but opensource (probably LGPL or apache style) and game quality - and not in basic
![Wink ;)](./images/smilies/icon_wink.gif)