Quote Originally Posted by WILL View Post
Asphyre has come a long way hasn't it?
Well, it seems that one needs 10 years to become master at what he does and it can be seen that Asphyre has converged in past 4 years to use multi-provider approach (which was once attempted roughly in 2004, but was not pursued further), allowing it to support multiple platforms and latest technologies such as DirectX 10 and 11 with Windows WARP device, without being limited to OpenGL only. I think after these years, in its current state, it is very polished, especially in regards to its runtime library (vectors, matrices, quaternions, colors, helpers and so on).

Quote Originally Posted by WILL View Post
BTW what are the odds that we will eventually see a new version codename for Asphyre? Not that the current one isn't cool enough or doesn't go it justice, but it seems that we've had Sphinx for some time and I do personally like the idea of eventually getting a whole series of codenames for future versions down the road as it continues to grow and mature with the developer tools it will be used with.
Indeed, Sphinx has been the codename for latest versions of Asphyre for quite some time, which defined the multi-provider approach, perfected after short-lived Asphyre Casual. As there are no plans to drastically change the approach Asphyre uses, it may continue to use Sphinx codename for next few years. Current plans are to support more platforms, preferably including Mac OS and Linux with FPC/Lazarus (in addition to Mac OS through FireMonkey in Delphi), better support for iOS and support for Android.

The above is also motivated by our experiments, where we could port our game Aztlan Dreams to iOS (partially as we yet have to create Asphyre Sound for sounds and music ), and it ran very fluently on iPad 2, even when using multi-core AI!