Agent,
I do have plans for it, but not in it's current state. It's kinda an open source project, to give people a head start in developing their engine and editors. I plan to develop it for an RTS game project.
This release though probably won't be updated again, might make an updated shader with fog working, but I have to move onto other things - I could probably keep working on this for months, adding stuff, but I think it's in a good state for sharing as it is right now.
Sid,
Culling in DBPro with your own engine is never gonna be an easy task, but if you chop some arms and legs off it, you should be able to fit it in. If you adopted a similar terrain system then adding culling onto that could be fairly straightforward, a chunk of the media handling is already done in that. By breaking the terrain into a grid of 32x32 bits, you could add another dimension for the viewing angle, say in 45 degree sections, for each of these I'd make a list of visible grid locations. Then when the players position or viewing angle change enough to warrant a culling, you can step through the list and 'switch on' the grid locations to suit. Because I pre-calculate the limb offsets, the raw limb number could be stored instead, then that limb would be hidden or shown quite easily based on the list. Also, if you had objects in the list they could be hidden or shown as well - this is how I would do it.
The list array I'd make an integer, then use object numbers bigger than the number of limbs, that way if say, the array value is less than 256, it must be a limb on the terrain object, other than that it would refer to an object.
I'm weary of actually coding this myself, because it would impact so much on how it could be adapted, really it might be an idea for me to try this in a test engine, then upload that, keeping it separate from the editor totally.
What I'd really like to see is a properly executed water effect, like a fresnel shader - the last time I tried to implement one it went sour
, so I'm leaving that to someone else to try.