I think that they have put a lot of work into the back-end. Sure, the shaders are fairly derivative but the way they have assembled the code which underpins them sounds very good.
I picked up on the fact that you can create new game entities and drop them straight into the editor without having to alter any of the code in the editor. Perhaps this is really clever and you can drop in new C++ code or perhaps it's marginally clever and you can drop in some form of custom script / XML (they seem to like XML, which is not so great IMHO).
The chap doing voice-over in the 2nd video mentions that they have enabled the post-processing in such a way that you don't have to think about it when creating new entities, shader effects or lighting. Obviously, I haven't had any experience of coding such stuff myself but I can very well imagine that other engines aren't quite so flexible (perhaps Unreal, I don't know).
I have a great respect for these guys because not only do they understand how to 'do' 3D and put a game together (well, a tech-demo) but they are going about it in an intelligent way, making sure that when they enable a feature, it doesn't trip up everything else in the game. Not only that, but designing the whole architecture so that it isn't possible to cause unwanted interaction between different elements of the engine.
Kudos to them, I say.
I picked up on the fact that you can create new game entities and drop them straight into the editor without having to alter any of the code in the editor. Perhaps this is really clever and you can drop in new C++ code or perhaps it's marginally clever and you can drop in some form of custom script / XML (they seem to like XML, which is not so great IMHO).
The chap doing voice-over in the 2nd video mentions that they have enabled the post-processing in such a way that you don't have to think about it when creating new entities, shader effects or lighting. Obviously, I haven't had any experience of coding such stuff myself but I can very well imagine that other engines aren't quite so flexible (perhaps Unreal, I don't know).
I have a great respect for these guys because not only do they understand how to 'do' 3D and put a game together (well, a tech-demo) but they are going about it in an intelligent way, making sure that when they enable a feature, it doesn't trip up everything else in the game. Not only that, but designing the whole architecture so that it isn't possible to cause unwanted interaction between different elements of the engine.
Kudos to them, I say.