using OSWindow and SDL2, I suppose?
Yes, I am.
how can I play with that?
In the video description a put a link to my page of OSWindow, in which I have an outdated Woden image. Using Monticello with that image it should be possible to use the latest version.
I think its awesome that you try to make a 3d game engine for Pharo. I
know its not an easy task by a long mark, its tons of hard work to have
something reliable. Thank you for your efforts and if you want a beta
tester I will be more than happy to help you.
By using some libraries such as Bullet for physics, OpenAL for 3D audio it is not too much work. For generating the Bullet binding I will be using Swig (the binding generator).
For music, libogg and libvorbis.
It is not too much.
In the end, our biggest concern is rendering and game logic,
Saying that I am highly skeptical . There is a reason why 3d engines
rarely become popular in dynamic languages. Performance. Same reason why
C/C++dominate 3d graphics and audio synthesis.
Static compiler optimizations that provides a deterministic runtime performance and lack of modern system programming languages such as D.
Their great advantage is in their support for primitive types, which have a well defined memory layout and accesses. Currently, we can do that kind of stuff by using NativeBoost, but it is very hard to use. We will see about this problem in his due time.