Thank you all for the replies! And is really nice to know that others already released games for iPhone
I'm still thinking what to do about the engine, I'll probably release it to the community in the future, but for now, I just use it for my projects, afterall, I spent years working on it, so I want to make good use of it before giving it for free. Also, what I've seen of other projects like GLScene, everything is component based, and my engine doesn't use any components or forms, it is 100% non visual code, so I don't know how much interest there is for a engine like this.
Yes, I will release if for Linux, is true there's few commercial games there, so that's one of the reasons I'm investing some time porting it
The engine supports both shadow mapping and shadow volumes (the latter is the technique used in the video). One of the nice things of this engine is that it scales the features automatically based on the hardware it is running, so on a high end pc it makes full use of GLSL shaders, and on weaker pcs, it just uses the old openGL fixed pipeline.
The engine even runs on Nintendo DS, however the lack of floating point and only 4mb of memory makes the game unplayable there.
Also thank you for the tips, I will look into it! The explosion itself is not alpha blended because I was trying to achieve something similar to the explosions on Zelda: Wind Waker. I probably need to sort the particles to avoid the popping, maybe then it looks better.
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