Well by canned I just mean already made existing there to be used
* and not that it is a bad thing in anyway. I like to handle that stuff myself and quite likely don't work on any games ambitious enough to make the amount of effort implementing my own physics push me over to use these physics systems. Lol
I agree with you. I always speak (well type) highly about AGK2 in general. Used to mention it on the Unity forums fairly often when posting about current projects and I've made videos on my work in it. They don't get thousands of views each but they get dozens and maybe someone will be introduced to AGK2 from one of those.
Anyway, I think AGK2 is awesome all around. And with it also having the physics systems included it should be far more popular than it is. To attract the Unity and Unreal folks they need to focus on graphics particularly lighting & shadows.
So... I guess if TGC hires a lighting graphics pro to update the graphics system that might make the product really take off. Although I have noticed a good number of new people showing up here in the past year! So that is a great thing.
* NOTE: I should say I am not making light of the work they put into integrating these physics systems into the product. I am sure it was a good amount of work!
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)