Quote: "
We feel the core areas to focus on for now are;
* Compiler bug fixes / faster compiler
* Android APK export option in IDE
* Far better help
* 3D animation (AGO)
* Debugger for tier 1
The first two we're sorting now and the help is something I can get involved in as I have more time now that the driving apps we have developed are all done. Developing these driving apps was good for AppGameKit too. It raised a number of issues we had to fix in the engine to make these commercial apps a reality.
"
I agree with the above 5 areas to focus on especially the 3D animation - please can you try and allow importing of Collada files or at least have a converter that will convert the textures and animations within it. Most (?) 3D packages can read and write in the Collada format so just supporting / converting this one format would be a huge step.
Quote: "
We have also considered making the Compiler and IDE open source. This would allow third parties to take the code and improve AGK. TGC would focus on the core engine and keep complete control of it. What do you think about this idea?
"
I REALLY want to be able to code on a non-Windows box (a Mac specifically) so having a cross-platform editor (and compiler) would be great.
With an open source editor you could open up the compiler as a service from TGC that the editor calls and passes code/assets to that the editor (from any platform) calls (I really did like the Freedom Engine code and deploy from the cloud idea!).
Sounds like you're focussing on the important bits.
I've been wavering about using AppGameKit (as I really need blended 3D character animation) and I've been investigating the potential use of using C#/Xamarin/MonoGame as it's incredibly useful to be able to debug a live running native app on the iPad but stepping through the C# code and setting breakpoints and inspecting variables etc through the Xamarin Studio IDE (even though it has converted the C# code to native Objective-C). Of course the downside is that there is only support for a more limited number of platforms and I think that AppGameKit looks as though it will better support things like Smart TV that MonoGame will never support and I see a big (and potentially profitable) future for Smart TV and casual / family games.
Luckily I'm not fully into the developing my game due to time constraints in my personal life so I'm sticking with AppGameKit and hope that in a few months when AppGameKit has 3D blended animations (fingers crossed!) that I'll be able to start serious work on my game.
"The difference between stupidity and genius is that genius has its limits" - Albert Einstein