gluon

Gluon Alpha 2 "Electron" Released

So, after almost a year we finally managed to release the second alpha of Gluon. Full release announcement is on http://gluon.gamingfreedom.org/announce/2011-04/fire-your-electrons-gluo... With the release I am going to try and do some blogging again, though I make no guarantees there will be any sort of regular updates, as I am not much of a blogger.

Gluon Alpha Delayed, Gluon Creator screencast

So, as people probably have realised by now the Gluon Alpha is a bit delayed. The work on renaming and all took a bit longer, thus causing everything else to be delayed as well. However, all changes have been pushed to master last sunday. With that done, there are only 3 "Blocker" Items left to do: A scriptable component, correct Asset handling (nearly done) and correct reorder and moving of things in the scene (which is also nearly done.)

What's happening with Gluon?

So, it's been a while since the last update on Gluon. Quite a bit has been happening actually, of which more in this blog post. :)

Gluon Renaming

First off, we had a little IRC meeting in December in which we discussed some things related to the graphics library and other issues. One of the things we discussed was that considering the core Gluon libs will only depend on Qt, it does not make a whole lot of sense to name them "KSomething". Instead, it was decided that we will rename the libraries.

About Gluon Creator

So, I originally planned to talk about this in my blog post about the Gluon sprint, but that post became really long so I decided to split it up into two parts. In this part I will talk about Gluon Creator, what it is, what we have planned and how far we are.

About the Creator

Modern game engines can be split up in basically two ways: those that compete for "Best Graphics" and those that compete for "Most easy to use". Many of the AAA-games run on an engine classified as the former, but a fairly large market is growing for the latter, the market of "Indie games".

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