1) How is the OpenGL engine done? Real C or just BlitzMax gl-commands?
OpenGL commands are neither C nor BlitzMax. They are function pointers from the OpenGL dll, and are exactly the same regardless of the program that calls them. Leadwerks Engine is much faster than either Blitz3D or MiniB3D.
2) The official SDK at version 1.0.0 has still lots of red bullets (not implemented yet)
I need to update this. EAX, skeletal animation, and decoration layers have been added.
3) I didn't see any mention about an TCP/UDP cubic spline network movement control :) That's what I REALLY miss. I want smooth massive amount of player movements like in WoW.
This should be implemented by the end user.
4) The lightning uses (or lets say: it supports) pre-rendered lightnings. I was hoping to see real-time lightnings and shadows like in Crysis.
We are actually working on a lighting system right now using the same method as Crysis and Unreal Engine 3 (there are two of us now). See my dev log here:
http://forum.leadwerks.com/viewtopic.php?id=457&p=4
5) I miss a FAQ page.
Ask on the forum and we will try to help you:
http://forum.leadwerks.com/viewforum.php?id=13
6) Is the source code available (like for TGE)?
Not at this time, and not at this price.
7) It uses Newton physics, I like that!
I evaluated all the physics solutions out there, and found Newton to be the best.
8) The Videos and Games done with it look very nice, the lightnings and overall graphics quality in the Demos looked very nice too, but I'm not sure how they are done, or what makes them look so good.
It's the ambience. They are made in 3D World Studio. The engine comes with a lot of meshes and textures you can use in a game.
9) The FPSPlayer script demo was too laggy. The script had also an "Sync()" statement at the end of the main loop, which was not documented in the Help file. I want a BlitzMax style "Flip 0" (no vertical sync).
I have switched to using a Flip() command (with optional vsync parameter). In fact, the engine script now mirrors BlitzMax code exactly, so you can program in either one. I have also sped the rendering speed and loading time up by a lot.
OpenGL commands are neither C nor BlitzMax. They are function pointers from the OpenGL dll, and are exactly the same regardless of the program that calls them. Leadwerks Engine is much faster than either Blitz3D or MiniB3D.
2) The official SDK at version 1.0.0 has still lots of red bullets (not implemented yet)
I need to update this. EAX, skeletal animation, and decoration layers have been added.
3) I didn't see any mention about an TCP/UDP cubic spline network movement control :) That's what I REALLY miss. I want smooth massive amount of player movements like in WoW.
This should be implemented by the end user.
4) The lightning uses (or lets say: it supports) pre-rendered lightnings. I was hoping to see real-time lightnings and shadows like in Crysis.
We are actually working on a lighting system right now using the same method as Crysis and Unreal Engine 3 (there are two of us now). See my dev log here:
http://forum.leadwerks.com/viewtopic.php?id=457&p=4
5) I miss a FAQ page.
Ask on the forum and we will try to help you:
http://forum.leadwerks.com/viewforum.php?id=13
6) Is the source code available (like for TGE)?
Not at this time, and not at this price.
7) It uses Newton physics, I like that!
I evaluated all the physics solutions out there, and found Newton to be the best.
8) The Videos and Games done with it look very nice, the lightnings and overall graphics quality in the Demos looked very nice too, but I'm not sure how they are done, or what makes them look so good.
It's the ambience. They are made in 3D World Studio. The engine comes with a lot of meshes and textures you can use in a game.
9) The FPSPlayer script demo was too laggy. The script had also an "Sync()" statement at the end of the main loop, which was not documented in the Help file. I want a BlitzMax style "Flip 0" (no vertical sync).
I have switched to using a Flip() command (with optional vsync parameter). In fact, the engine script now mirrors BlitzMax code exactly, so you can program in either one. I have also sped the rendering speed and loading time up by a lot.