Alienforce,
We are at a junction in which we can decide to continue with FPS_NET which will require a major rewrite for modularity and features, or pursue development of the engine with PersistentWorld3D (PW3D).
I haven't received any other contribution for the FPS_NET revamp. I'm more inclined to go with PW3D. Although PW3D is being developed as an Level Building Application, it already integrates BlitzScript3D, BlitzPlay and many other features that can serve the 'Game Engine' functionality. Besides, a game Engine needs an Editor. Its an option not mandatory. I will continue dev with FPS_NET depending on what you and others agree too.
I have learned a great deal in trying to make this project work. In order to get the engine to a notable degree of functionality we will need to devise milestones and work together in completing them.
So first lets decide on wether we continue development with FPS_NET or PW3D. PW3D has a download for the latest updates. If we agree to move forward using it, ill post the download url.
We are at a junction in which we can decide to continue with FPS_NET which will require a major rewrite for modularity and features, or pursue development of the engine with PersistentWorld3D (PW3D).
I haven't received any other contribution for the FPS_NET revamp. I'm more inclined to go with PW3D. Although PW3D is being developed as an Level Building Application, it already integrates BlitzScript3D, BlitzPlay and many other features that can serve the 'Game Engine' functionality. Besides, a game Engine needs an Editor. Its an option not mandatory. I will continue dev with FPS_NET depending on what you and others agree too.
I have learned a great deal in trying to make this project work. In order to get the engine to a notable degree of functionality we will need to devise milestones and work together in completing them.
So first lets decide on wether we continue development with FPS_NET or PW3D. PW3D has a download for the latest updates. If we agree to move forward using it, ill post the download url.