LuaGame 2.0

Yes, yes. I'm aware that LuaGame 1.0 isn't even out yet and it's not close to being done. However, that's no reason to ignore the future.
Basically, I want to change the backend of LuaGame to use OpenGL for rendering, rather than 2D blitting. What this means, is that a few changes will have to be made to the inner workings of it. A great deal of work is going to need to be done in the C++ layer to support drawing with OpenGL as though it were done with the normal blit procedure. It's not hard, just time consuming.

Also, the engine needs to be converted from being frame-rate based to being time delta based. This is going to take a significant chunk of time to do. Granted, it probably should've been delta-based since the beginning, but it didn't cross my mind until recently. Depending upon how things go, I might push these forward (at least the time-delta change) because I'd like them (they're nice features).

I am contemplating a better (read: more flexible) collision system, but I'm not sure how that will turn out. The need for this arises from rotation and scaling. Scaling isn't really a problem with the current system, but rotation is. In the current system, one would have to generate a new bounding box every time something is rotated. Thus, I'm thinking of switching to circular collision. This does become problematic when trying to do rectangular collision, but there might be some way to combine the two without creating a sub-collision map made of many circles (haven't researched it yet).

So yeah, work is still progressing, albeit a bit slowly. I hope to have a stable or at least a beta out by the end of the summer.