well the plan is actually to create this in MSVC++ ; the Editor would be to edit the propriotry format for the level, which will no doubt end up actually being made in PB w/OpenGL (cause i won't be making it)
Essentially what i plan to do is take the DBP DirectX Layer, and then just create my own pipeline independant of DBP's for the level format.
so really it's more upto what kinda of features people want to see in this.
sofar all i can think of is ...
Event Scripting - "Animated events based on a scripting language"
Entity Scripts - "Point Entities which hold specific user set data structures."
Lightmapping - "Prerendered Lightmaps to add realism"
Vertex Colours - "Colours per vertex to add greater blend depth between the shaded faces and vertex"
Texture Shaders - "Scripted MultiTexturing"
Pixel Shader - "Hardware Pixel Shader Effects"
Vertex Shader - "Hardware Vertex Shader Effects"
Geomipmapping - "Geometry MipMapping, basically LOD based on difference but for matricies"
Static Mesh - "what it says on the tin really"
Collision - "probably just simple box collision or collision area data access"
Low Level Access - "low level controls for editing vertex/mesh/entity/script data directly ... or atleast getting current data"
i'm sure there are more features i've missed, and i'm not entirely sure what are the most important to the DBP user.
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