It's good to hear feedback from someone actually using PocketGL. As i said, it can definitely be a useful tool for someone who doesn't wish to write their own 3d engine from scratch (an unenviable task!), or for a user who doesn't need to create fast, higher-detail scenes for their apps. I also applaud its price: there really isn't many options for 3d toolkits on PPCs and, while other engines (Dieselengine, etc) may offer more features, there isn't a great deal of speed difference between a lot of them. However, all other 3d libraries generally have relatively
astronomical prices compared to PocketGL, so it's a good option for a developer looking to write a not-too-demanding app for PPC, without involving a major amount of work (not to mention headaches..).
However, as i think someone confused it with desktop's OpenGL implementation, it should be noted that it could never really be used to create anything high-performance (relative to PPC, of course!), not without some SERIOUS modification anyway. Games like Racing Days, PQ, Interstellar Flames, etc could never realistically be as quick or as detailed if they used PocketGL imo, so if somebody actually thought it were possible to create games similar to OpenGL games using it...they are very much mistaken!
It does seem like a good bit of software for the price though, it's a pity more devs don't utilise it. Yet another tetris/bubblets clone wouldn't be quite so bad if it was prettily rendered in 3D...
