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There's the Ogre bindings, but they are unfortunately incomplete. I think the problem here is that of critical mass. For real nice game development, you don't simply want OpenGL or even an engine like Ogre. You want to extend the engine to include physics and collision detection.

So, there would need to be either a large enough crowd able to maintain the bindings for the engines and their extensions, or we need a more generic approach to C++ foreign library access. Since there are people working on better C and C++ FFI's,

I'm hoping for the latter. But that's probably mostly because I'm no good at C++, and such a layer would be my only way to use external libraries without available bindings.



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