1) The FAQ says that there is no terrain, but also says that we can load any object that we want. Can't I just load a terrain 3DS? Or does that have adverse effects on performance or something? Obviously it's possible somehow: http://www.youtube.com/watch?v=DaqGru1ia4c, although that looks like a tiny map.
2) The FAQ says that maps can be 40x40x20 3D grid sections in size. Are the grid sections user defined? If not how big is that in meters?
3) How does the renderer work? Does it take out pieces that aren't in view or does it put the entire map into a BSP Tree? Is it possible to have zones that load in other parts of the map and remove unneeded parts so that I can have large and detailed maps without slowdown.
4) Along those lines can I have zones that remove and add enemies, weapons. I'm planning a game right now that may have thousands of sprites on any given level, but obviously only a few are needed at any given time.
5) I think I know that answer to this, but I'm not sure. AI is entirely programmable right, including the character's memory? How much memory does it have?
6) Does the engine multithread? Can I have the backend loading things while an AVI is playing?
7) Does the engine use relative paths. If I move the main folder holding a game, but leave the internal file structure the same, will it still work?
8) Can I make a zone save a temporary checkpoint that will be loaded if the player dies.
9) Can I have global variables? I want multiple difficulty levels, and depending on which difficulty level it is I'll need to load different AI for enemies and different maps with more enemies, less ammo...
10) Can I adjust textures for the entire map on the fly? I want both night vision and infrared views, night vision I can do with lights, but infrared means loading different textures for every surface (ones that show a heat signature.)
Sorry for all of the questions. I have a specific idea for a game in mind and I'm wondering if I should get FPSCreator or DBPro.
Nothing is impossible