Hi there,
I fully agree, Genroa. A lot of people cannot develop cause they are reinventing the wheel again and again.
Hum, curious, Camlorn saying we don't need more basis... But he is developing another audio library. Wait, wait, I see an incoming 500 words long post about what is and what is not a base...
I mean any technology which make game developing easier, .
We don't need new languages, absolutely not, but audio libraries and game classes and game components made for audiogames design may accelerate game creation exponentially.
Most game engines (virtually all of them) are made with visual design in mind, so they are hard to deal with.
Some use ides in witch you build a game project (like Unity), some use complex classes that make difficult to separate audio from graffical elements (like irrlicht/Irrklang).
Templates, classes and engines are just what many developers are waiting for.
Unfortunatelly, audio was not the most important part of a traditional game (take a look at any review of any new generation console, a lot of information about its graffical capabilities, nothing about sound). Designing visual games is easier than ever, but the audio part remains almost the same.
Pygame, for example, has not 3d audio at all. And yes, you can add another library, or create your own, but I'd like to add only a library to my projects and get out-of-the-box game classes, game components, math methods, high level audio management, physics, user input, etc, etc.
Mainstream industry has its own priorities, and each audiogame developer writes code for his own use, so, yes, we need more bases and more sharing.
Alternatively, we need an slave army of camlorn clones to solve all our questions, but I think we are nearer to the first option... lol!
Just my opinion.