Can't really speak to the others, but Poly and I have taken an interest in RGM and plan to adopt a more agile workflow around it.
Right now, RGM does practically nothing. It can sort of load projects, but cannot run them. And if that's an RGM or emake bug I haven't figured out yet.
Most of the editors in RGM are very partially implemented. It's not possible to make a game in RGM in its current state.
That said, I think roadmaps are pretty hard. Pretty much everyone here's got a full time job. And we don't know who will contribute for a week and or a single commit before leaving. I've done it myself, many times.
But if it looks like we're making some solid progress I might start doing some RGM progress report posts or binary builds for people to test. On the whole I'm very interested in investing in RGM to finally get rid of Java, and to be overall more efficient. There's nothing quite like trying to open a script in LGM and it taking more than a second to load on an overclocked multicore CPU...
I think the whole point behind emake was to make it easier to separate out the bits surrounding the actual build process for games. I think it's probably been a bit of wasted effort, given that nobody else aside from the core IDE developers on the ENIGMA project would bother with it.
The "core" of ENIGMA (the runner) is getting pretty regular updates. There's a lot of backlog there, and it seems like it requires a lot more experience to jump in there. But I've had some inconsistencies across graphics cards (that I personally don't own), and things like Mac OS have been in a broken state for a bit that others are looking into. But it works pretty well as it is, I think.
Right now, RGM does practically nothing. It can sort of load projects, but cannot run them. And if that's an RGM or emake bug I haven't figured out yet.
Most of the editors in RGM are very partially implemented. It's not possible to make a game in RGM in its current state.
That said, I think roadmaps are pretty hard. Pretty much everyone here's got a full time job. And we don't know who will contribute for a week and or a single commit before leaving. I've done it myself, many times.
But if it looks like we're making some solid progress I might start doing some RGM progress report posts or binary builds for people to test. On the whole I'm very interested in investing in RGM to finally get rid of Java, and to be overall more efficient. There's nothing quite like trying to open a script in LGM and it taking more than a second to load on an overclocked multicore CPU...
I think the whole point behind emake was to make it easier to separate out the bits surrounding the actual build process for games. I think it's probably been a bit of wasted effort, given that nobody else aside from the core IDE developers on the ENIGMA project would bother with it.
The "core" of ENIGMA (the runner) is getting pretty regular updates. There's a lot of backlog there, and it seems like it requires a lot more experience to jump in there. But I've had some inconsistencies across graphics cards (that I personally don't own), and things like Mac OS have been in a broken state for a bit that others are looking into. But it works pretty well as it is, I think.