<div dir="ltr">On Fri, Dec 28, 2012 at 5:31 PM, Willem Jan Palenstijn <span dir="ltr"><<a href="mailto:wjp@usecode.org" target="_blank">wjp@usecode.org</a>></span> wrote:<div class="gmail_extra"><div class="gmail_quote">
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Exposing 3D functionality like this via OSystem sounds like it would be a step<br>
towards 3D too far. I think we should keep our backend/engine interface<br>
strictly 2D.<br></blockquote><div><br></div><div style> That's understandable. The needed code could be placed in the engine(s) themselves, if you wish.</div><div style><br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Of course I can't speak for the ResidualVM project, but wouldn't the style of<br>
game you describe be a better fit there? (Especially since you mention there's<br>
already a Myst 3 engine in ResidualVM.)<br></blockquote></div><br clear="all"><div style>These games are 1st person pseudo-3D games. We already got 1st person 2D games (as I mentioned). So the style is kind of mixed in this case, IMHO. Again, the 3D functionality is very limited in these games.</div>
<div style><br></div>-- <br>"Experience is the name every one gives to their mistakes" - Oscar Wilde
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