ECMA script 4 (or 3.1) and OpenGL 3.
I may be in the (rare?) position of being highly interested in two disparate technologies. The first being an online scripting language standard governed by ECMA (used in Javascript & Actionscript). The second, an open standard for real-time rendering governed by the Khronos Group (OpenGL). In recent days these two languages have faced most unfortunate developments. First the ECMA script 4…
On Nov 7, 2006 Adobe announced the contribution of their ECMA scripting engine to the open source community under the name “Tamarin”. Tamarin is also being used as the JS scripting engine for Mozilla Firefox under the name “SpiderMonkey“. It seemed like a good idea at the time of release. But now look at the situation: we have AVM2, directly connected to Firefox AND the ECMA committee –slowing the progress of Actionscript and the Flash Player (and the internet for that matter). Needless to say, this is a disappointment. But it doesn’t end there…
Though having plenty of contributors, the realm of real-time rendering is primarily controlled by Microsoft, Nvida, ATI/AMD, Apple, and (more recently) Intel. Microsoft hasn’t really contributed to the Khronos Group because long ago they decided to pursue their own 3D graphics rendering API known as Direct3D. The evolution of OpenGL has become painfully slow while DirectX and Direct3D are becoming the (de-facto) standard. Finally, the Khronos group promised to improve the long lost API by introducing an object-oriented structure in stark contrast to its current state machine model. That was in October 2007. Last week the specification was finally unveiled and it remains largely the same. Not only is this a big let down, but it will definitely damage all future 3D software and game development releases for non-Windows platforms (including future consoles). Very unfortunate.