@deca:
The only thing X10 had that was ONLY for an X10 GPU and could not be achieved through X9, was GPU instancing. This can be mimicked in X9, but without it being true GPU instancing, it's not even worthy of being called a feature.
I was able to sneak a peek into the shaders for X10 and although the shaders Lee used for Bloom and whatnot were using SM4.0 (meaning X10 only), they could still be achieved through SM3.0, albeit they won't be as efficient or as fast (but I blame not having a great GPU for that)
Everything else could be used in X9 no problems. Unless I missed something very important here.
@Gunn3r:
If Lee wants to get all of the bugs fixed, he may want to look into the buggy Save/Load screen. Vanilla FPSC using V1.15 has bugged back images for the save and load screens.
He would also want to take a look into optimizing the portal system. In all honesty, I think he should just do it
right this time, meaning make sure it WORKS no matter how long it takes to calculate it. In my mind, the developer should be prepared for long build times, just so long as the final built product doesn't have them. The portal system calculates when building the game so that it won't have to after it's built.
@incense:
Quote: "things going through the floor"
ODE collision issue
Quote: "light shinning through closed doors"
This is due to the way dynamic entities (doors included) are diffused with the average color of lights nearby. By diffusing them, their entire body is "coated" in this light, meaning if light is on one side of the entity, it'll be on the other side as well.
This could be fixed if Lee implemented a unified lighting system and made proper shaders for lighting.
Quote: "falling through custom large terrain"
Again, this is an ODE issue.
But you need to realize that all systems have their drawbacks and developers need to learn how to work around the ones that they can't solve. (Example: If you find a spot on your terrain where the player falls through... put a box or some other scenary on top of that spot
)
Quote: "A better frame rate would be a huge plus, a.k.a timer system"
I've said it before, but apparently not everyone heard it.
"Timer System" does NOT give you a better framerate. It is an illusion. Your framerate will still be crap, but objects will move at different speeds depending on your framerate, to make it so the game won't slow down when the framerate falls and won't go too fast when the framerate rises.
The one and only,