OOK, Once I Owned a Kestrel, is now being revamped. Previously, it was to be released solely on iPhone and iPad. Now, iPhone, iPad, and other mobile devices are dropped and it will be primarily a desktop project. Welcome to the new OOK. Enjoy.
Previously, OOK was created using older fixed-function rendering calls. These days, that way of going about things is deprecated and in the long run probably harder. I've updated the rendering code of OOK to request an OpenGL 3.1 context...
Posted by teh1ghool on Dec 9th, 2012
Previously, OOK was created using older fixed-function rendering calls. These days, that way of going about things is deprecated and in the long run probably harder. I've updated the rendering code of OOK to request an OpenGL 3.1 context and support VBOs and GLSL shaders. I'm not sure as of now what limitations this will put on hardware support, nor do I really care until the final stages of OOK's creation.
After having upgraded everything I have been spending some time playing with GLSL shaders, and I will say that it is very fun. I've already created a couple of shaders (to be disclosed at a later date) that I will probably use for OOK. My plans from the beginning were to make particle effects and shaders a key component to the fun-factor of the game. I have always been a fan of games like Gridwars that have hordes of beautiful particles flying around the screen. I'll try not to go overboard and let it take away from the gameplay.
In addition to updates mentioned, I have continued to work on the general structure of the engine, the resource loaders, and included several other small utility libraries to make my life easier.
Most likely the next update will show the full integration of the physics engine, which ships will be back in action and flying around! I will also share some updates to the planned gameplay, and maybe even those updates in action.