Currently, there's been two code bases for the SGZEngine - SGZ2D and SGZ3D.
Basically, this equated to SGZ2D being the Honours Project, and SGZ3D being a possible DARE Engine ( yes, a group of us are attempting to get into the
Dare To Be Digital competition this Summer. )
Though the mass of work this suddenly created floored me this week! As such, I've spent the weekend unifying them into just one engine tree, named simply SGZEngine.
It does mean that both sides benefit from this, as the majority of the code will work for both 2D and 3D, as I'm offloading much of the 3D work to
Ogre3D so I don't have to deal with it much. I've used the Ogre before, and had reasonable success with it.. and I've bound it to SDL and so on, so I know what I'm up to in regards of hacking it into the engine! I also still have the older engine to retrieve any interesting code bits to help.
New bits and pieces of the engine includes Physics support from
ODE which is being compiled into the engine ( yay for BSD Licensing! makes this thing a bit more easier to do ) and a slightly cleaned up Arch header, with a bit more description of what the hell it does and how to configure it.
I'm also currently in the process of setting up PearPC so I can attempt to have a go at supporting Mac OS X. Having never used anything to do with Mac OS development, it should be fun! A friend gave me a loan of their Panther discs to install from to have a look about.. if I'm successful in getting something to compile, I will of course buy a set of discs, but until then, I'm borrowing! Will be interesting to see how my engine handles different endian-based systems though.. something I'll have to take into consideration once the Multi-Platform stage kicks off. Though, in preparation for this, I've already got tool-chains set up for most of the platforms that interest me enough to try and port the engine core towards, so I don't have to spend a week fiddling about with cross-compilers or whatever, as I've already done it :)
At the moment, I should probably head back to coding towards my main goal for the mid-milestone - have a sprite under user control, and all called via script!