There are many publishers who require older solutions, especially in the casual market. For this reason, I use Asphyre to produce 2D games (DirectX7) and GLScene for 3D games (OpenGL2).
I do not create an engine with a view to making a super high-tech FPS, which would compete with the giants from the market and I don't use OpenGL3.x yet.
Plans for the development of GLScene is such that there were two versions of GLScene - for older (OpenGL1/2) and newer (OpenGL3/4) video cards. I do not know whether the developers will be consistent in their assumptions, but don't worry about the ports for OpenGL 3.x:
http://glscene.svn.sourceforge.net/v.../Experimental/
I am trying to build my engine with independent modules (physics, scripting, material shaders, post-processing shaders, gui, etc.) and I hope that I can use them together with "next-gen" APIs without major modifications in the future.
To create a game, OpenGL or DirectX itself is not enough. In the meantime (waiting for OpenGL3), you could write a lot of useful tools and a lot to learn.I like GLScene, but if you ask me, unless it fully supports the latest OpenGL version, it's not worth a try
Bookmarks