Hi,
I will give you our side of this for the record.
Firstly, we are still developing and investing in AppGameKit. It's a very important part of our business which powers apps we have made and more we're developing. With mobile becoming more and more prevalent and important it's key that we keep AppGameKit up to date and relevant.
StabInTheDark Software helped us greatly when we were working on the features promised in the original Kickstarter. Recently they have developed more techniques and offered them to us. We could not reach agreement with them based on a number of factors. That's not to say we will not expand the 3D Physics in the future, it was mainly a decision based on our own plans we have for AppGameKit.
Just over six weeks ago we released V2.0.18 - the next key release V2.0.19 is coming soon and will be on Steam Beta in about a week.
* The big surprise add is Exporting to HTML5.
* There's also all these changes;
- Joystick X/Y commands on Windows will now return 0 instead of -1 if the axis doesn't exist
- Fixed instanced objects disppearing on Android if the app was sent to the background
- Fixed depth textures as render targets not working on Windows, they were being replaced by internal depth buffers
- Fixed transparent objects not rendering properly when drawn over the dynamic skybox
- Fixed loading shaders with more than about 4000 characters causing a crash if it uses lights or fog
- Add RunApp(), GetAppRunning(), and TerminateApp() commands to Windows
- Set Android sensor refresh rate to 60fps to try and improve the update frequency on some devices
- Transitioned Windows to use the image loading routine used by other platforms, should be no noticeable changes
- Removed the dependency on atls.lib on Windows which improves compatibility with Express versions of Visual Studio
- Updated Android lib to version r11b of the Android NDK
- Updated SetRenderToImage to use 24bit depth buffers instead of 16bit where possible
- Added Raspberry Pi support
- Modified OpenToRead and OpenToWrite to be able to access the GPIO pins on Raspberry Pi
- Added new sample project to demonstrate GPIO pin usage
- Fixed GetUnixFromDate not returning the correct value if the year parameter is a leap year
- Fixed an object getting incorrectly culled if it had more than one mesh
- Added shader guide to detail how to write shaders for use with AGK
- Added commands to get the size of an object or mesh
- Fixed CloneObject not copying animation names to the new object
- Changed SetCameraFOV command to accept an FOV value of 0 to generate an orthographic matrix instead of a projection matrix
- Increase Tier 1 stack size from 1024 to 32768 to allow more recursion
- Fixed SetLocalNotification not overwriting the message of an existing notification
- Fixed CancelLocalNotification causing future notifications to have a blank message
Moving forward we'll be aiming to keep AppGameKit as stable and bug free as possible. We'll keep listening to the community to see what's most important to you all.
I'm re-pinning this thread, it was a mistake to unpin it and I apologise for that.
Rick
Development Director
TGC Team