Qimmer, for many reasons. My game project is partly based on the use of csg operations. My game is a little based on Marble Madness, with a twist. For example, there are traps around the mazes. It can happen that the player get chopped in half if he passes in one area (not jut the player). The level can rearrange itself; new passages, new walls... The level models are built on the fly (which is where csg is most interesting) based on algorythms and tables. Also, csg will permit breakable parts of the level, which I also need.
I'll list most graphical engine things I need for my project:
- multiple light + shadow (stencil) capabilities
- advanced animated water (refract, reflect, depth fog)
- post processing effects (bloom, dof, blur, glow) a bit like ashadow
- csg (and, or, xor, not)
- all engine features compatible with transparent entities
- capable of programming bones within runtime
- capable of building models at runtime
I'll list most graphical engine things I need for my project:
- multiple light + shadow (stencil) capabilities
- advanced animated water (refract, reflect, depth fog)
- post processing effects (bloom, dof, blur, glow) a bit like ashadow
- csg (and, or, xor, not)
- all engine features compatible with transparent entities
- capable of programming bones within runtime
- capable of building models at runtime