Easier than Halo. You just model whatever you want. Export a collision and a visual mesh as .obj or .tbj then import them and place them in the bsp. You can either just import the entire map as one mesh or make the map out of lots of small meshes. Lighting is dynamic cascading shadow mapping so no 50 hour radiosity.
Also, collision is per poly so you dont have to seal shit and fix open edges.
What languages?There are by far better alternative to Java, its a dated language and nowadays causes more harm than good.
What you have got so far, is pretty nice so I will give you credit. I just feel you shouldnt be limited by the tools you use, and Java will limit you.</em>
And honestly java has not limited me at all so far. All the performance issues I've had have been due to my code being unoptimized.
Everything in the engine is implemented except particle systems, and ai. I don't plan on writing AI for the time being and particle systems won't be too difficult. Hell I'm still running the entire engine on one thread (aside from networking which is threaded for obvious reasons). I'm going to move a lot of physics on to a separate thread later for even more delicious optimization.
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