Now we have real train models.
BTW, regarding the deferred renderer, I have done a lot of research and I think a forward shadowmap renderer is actually a better way to go. It's a little more CPU-involved, and there are less GPU compatibility issues, so I am more comfortable with this approach. Crysis is actually a forward renderer, I discovered. But the results are the same, except we will get rid of those dual paraballoid shadowmap bugs...Should be easier to scale the engine for low-end cards (disable shadows), but to be honest Leadwerks Engine 1.x will probably look better than Leadwerks Engine 2.x on low-end hardware...although LE2 is MUCH easier to develop with, no pre-processing at all, just sandbox behavior. You drop a light, a crate, whatever into the editor and physics and lighting just react instantly.
BTW, regarding the deferred renderer, I have done a lot of research and I think a forward shadowmap renderer is actually a better way to go. It's a little more CPU-involved, and there are less GPU compatibility issues, so I am more comfortable with this approach. Crysis is actually a forward renderer, I discovered. But the results are the same, except we will get rid of those dual paraballoid shadowmap bugs...Should be easier to scale the engine for low-end cards (disable shadows), but to be honest Leadwerks Engine 1.x will probably look better than Leadwerks Engine 2.x on low-end hardware...although LE2 is MUCH easier to develop with, no pre-processing at all, just sandbox behavior. You drop a light, a crate, whatever into the editor and physics and lighting just react instantly.