@Hoozer:
Heres the planned (new/improved) features, as you requested:
Completely new prefab system - allows you to scan multiple folders for models, textures, sounds and so on
Intergrated Help system - allows you to get the help you need without having to open your internet browser to view the help files.
Improved light mapping support - Allow you to place more than just 'point' lights. You'll be able to place spot lights and be able to use Directional (sun) lighting in your world.
Terrain editing - Allowing you to create, edit and texture terrains.
Particle System - Allow you to place particle emmiters (from the particles/cloth expanison or Dark Physics) and see them run in real-time.
Basic Texturing - Tools that allow you to apply, scale and rotate textures.
Shader system - allow you to apply shaders to objects and see there effects, real-time.
Physics system - Allow you to use Newton Physics or Ageia PhysX in your world. You will be able to test your world by clicking a button which will turn on physics (allowing you to see everything moving) and turn off physics (re-placing all the objects back to where you placed them, before physics mode was turned on).
Multiple Object Selection - Allowing you to select more than one object at any one time (unlike the current version of WORLD)
3D/EAX Sound positioning - Allow you to place 3D sounds around your level. If you own the Enhancements Expansion pack, you may also want to use the EAX tools which will be built into WORLD. They will allow you to position 3D/EAX sounds, but apply/edit EAX settings on them (e.g. distance, reverb, environment, reflection, max/min distance, absorption, etc)
Theres also the extra little bits like, Resizable grid, new axis marker, object axis markers, different camera views (top view, front view, back view, left view, right view, bottom view, wireframe, textured, etc), grid snap.
Im also going to try and keep the Exported code simple. To load a world into your game, all you will be required to do is call INIT_WORLD(), then call LOAD_WORLD(filename$, file_number, start_object), then finally (if you want to run any shaders, physics, sounds that were placed/added to your world), call UPDATE_WORLD(). There will be extra functions to get data from world objects and edit it (from within your game),e.g:
WORLD_GET_NAME() - Returns the name of the world.
WORLD_GET_DESCRIPTION() - Returns the description you entered for the world.
WORLD_GET_OBJECT_COUNT() - Returns the number of objects (entities) controlled by WORLD functions.
WORLD_GET_ENTITY_NAME( entity_id ) - Returns the name given to the specified entity.
WORLD_GET_ENTITY_OBJECT( entity_id ) - Returns the object number of the specified entity.
WORLD_REMOVE_ENTITY( entity_id ) - Removes an entity from the program. Handy for removing objects
WORLD_LOAD_ENTITY( entity_name$ ) - Loads an entity using the specified name. It gets the model filename, texture name, physics data and applied shaders from the data that was loaded from a exported WORLD file. This is handy if you wish to respawn pickups and destroyed objects in your game.
WORLD_GET_SIZE_X() - Returns the X size of the world.
WORLD_GET_SIZE_Y() - Returns the Y size of the world.
WORLD_GET_SIZE_Z() - Returns the Z size of the world.
I will include plenty of tutorials with V2 which show you how to use everything in WORLD and most improtantly, show you how to use the exported game code efficiently in your game. The example projects will (hopefully) include a small FPS game, RTS game, and a simple project which basically shows you how to load a world. These are just a few of the examples projects i'll be including.
@jormos2:
Quote: "what version of ODE found?
of darkbasic pro 5.x, 6.2, 6.3???"
Do you mean what version of ODE will be used and what version of DarkBASIC pro WORLD will be compiled in?
EDIT:
Im going to update the website today and maybe post a bit of news on WORLD V2.
@Johnathon:
Sorry about the help files, I found out this morning that the latest version of WORLD (the one you downloaded) didn't include the help files.
Anyway, I've repacked V1.2 to include the help files. If you download it again, you should have them this time.