Just in time for ludum dare, the newest update of my "Aether" game engine is now up and running (at least in a "alpha" state) and I've gone ahead and launched a kickstarter campaign to try and raise some funding to accelerate development. If you've never seen my posts on this project before, in short Aether is a super high level API/Game Engine designed for rapid development and to make developing a native game for all major platforms simple and easy (currently Linux/Windows/Android, mac and ios in the future once I have a mac to build on) while having both "C" and "C++" style exported interfaces allowing the programmer full freedom to use whatever language/IDE/tools they want.
You can view the kickstarter page here
http://www.kickstarter.com/projects/1844752097/aether-game-engine-open-source-linux-android-windo and the project page where you can download and try an alpha version of the engine yourself here
http://www.midnightfragfest.com/aether/Some of the newest changes since last major release, for older features or just a better description in general please view the kickstarter page or the project page, no point copy-pasting the entire thing here!
- moved from GL2 and GLES11 to GL3.3 and GLES2
- VASTLY improved performance on android, mostly due to the GLES2 migration, though the pipeline itself has been cleaned up and the old batch rendering system completley re-written with a far more efficient one.
- huge improvements to the ttf rendering system, it's faster and now also supports "tabstops" on the screen to make lining up text on non-monospaced fonts very easy
- internal message pump and state manager
- interactive debug console
- simple highscore manager object to retrieve and post highscores from a server
- built in file and compression handling, path decoding, and configuration objects to manage saving game data and settings