After a short chat about the naming convention of Tao.PhysFs with you guys and a number of Tao veterans, I've decide to finalize the name as Tao.PhysFs.Fs. Thanks to Oli for all his help thus far. It should be up within the next two weeks if there arn't any problems with authentication. Today's topic of discussion is....
SDL.NETAfter becoming a developer on SDL.NET, jendave and I have been working hard finding bugs within the library and adding new features that should be in there. Many GameDev members have since joined the forum it has really helped with bug finding and making the use of OpenGL (Tao.OpenGl) from SDL.NET very easy. We've ported all of the RedBook examples as well as quite a large number of the NeHe tutorials and they work quite nicely.
I implemented a 2D particle engine for SDL.NET and named it SdlDotNet.Particles. Considering how abstract and flexible it is, it could be used with pretty much any graphics medium though. If you take a look at it, you'll notice that it consists of particles, manipulators and emitters. The particles are single particles that fly around, the manipulators change the particles in some way, and the emitters shoot out particles. Rather clever, I find. You can take a look at SDL.NET's Particle Example for a demo.
There are still so many bugs in the library it's not funny. The next release is coming out next week or so. Is there anything that should be implemented that isn't already in there?