Yes I'd agree with you on that too - there's been numerous engines over the years that seemed to die off - another notable mention for your list would be GLScene - while not an engine in itself? it's still in development and is very capable if you know how to use it. GLScene, Jink, Platform extended/Asphyre and Castle are probably the most advanced pascal frameworks/engines that are actively developed, Cast II is noteworthy too although I've not seen updates for quite some time.
Agree again - lack of users - something I'm very much aware of! but it's certainly not a lack of potential users. To my mind the two biggest barriers to 3D development are :
1. Lack of knowledge in the 3D realm
2. Lack of 3D resources to use in games or the skills to make them cheaply
The first I think is still underestimated. We've had GLScene for years and it's very capable - so why isn't there a dozen, large 3D game projects making use of GLScene? well it's mainly number one - it's not good enough to say "here's a model loaded and rendered to the screen" and "here's a particle system with a fire preset" if you want an amateur to create a game using your engine - it has to be, as we've often said, a game engine and a game engine to my mind should be something like Quake or the engine used in Fallout/Oblivion/Skyrim etc
You should be able to load some resources, allocate some defaults - assign a few events and have a 'working game'.
If a great set of useful components were going to take the Pascal Gaming world by storm? it already would of done.
All engines so far, have stop too short in terms capability, to gain a meaningful user-base, given the already small number of potential users.
The second is an issue for game development in general and not just specific to Pascal but it effects all game developers and in terms of the adoption of Pascal 3D engines - I believe it's a factor.
Again I agree - perhaps then a tutorial that shows how to do the same basic thing in three different engines?
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