Quote Originally Posted by Ñuño Martínez View Post
Use Pascal Script as scripting languaje.
I love pascal script too - although I had issues with it in 64bit mode on FPC (possibly only on Linux) a year back. I'm not sure if that's been resolved yet.

DWS (or at least some recent fork) claims better performance and to the best of my knowledge supports the same feature set - however if memory serves they don't test or officially support FPC.

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Just to state :

I think we could learn a lot from BeRo - he's an absolute genius coder with his finger on the pulse. He knows more about DSP and audio synthesis techniques than most of us know about all topics - let alone his work on Vulkan and pretty much every other topic under the sun that leads to at least an effective and modern 3D graphics pipeline.

We'd be wise to make use of his excellent code - for example his multi-threading library contains some excellent lock free primatives (although I have found other such libraries by authors and have not exhaustively compared performance)

He's also provided us with a 3D aware tessellation unit which I've found to be an excellent replacement for the GLU tesselator thus removing the dependency on GLU.

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As I've stated in other posts I strongly believe that engine and content tools really make an engine stand out while also providing a framework and context in which to develop an engine.

With such a tool, preferably with a modular design, you can test every single part of the engine as you develop it - easily setting up complex tests for specific features and combinations thereof just by loading the scene into the editor.

My engine has a real-time editor that synchronises resources, the scene graph and events across multiple clients allowing for not only collaborative editing but it's also the same mechanism by which games have automatic server/client network support.

It's unit tests, engine content tool and a context for debugging all in one - plus it provides some good old fashioned application development that will be accessible to all skill levels in such a project (IE there's tons of stuff you can define in a todo list ahead of time that can be worked on without having to wait for the engine to reach a certain stage)

For my part in recommendation I believe an approach that is developed in tandem with a real-time 'scene' editor of a similar nature is a great idea.