lol ... right now there are 3 guys working on Rendering Engine for Milkshape
myself, Mete (who's buying an engine) & Cam who'd doing a simple Raytrace engine.
the major difference between each of the engines is Mete will not understand howto improve the engine properly to improve it for sometime, Cam isn't doing anything too remarkable.
FMTau Labs is being recoded in C++ right now, i'm quite anxious to see how much speed increase i can get from it within C++ and the DirectX9 Math library because Mete has said it is far and away improved...
once i have it full working within Milkshape there are 3 artists (very skilled artists at that) who will be testing it out with me

One of which some may know as he's just putting finishing touches to Lord of the Rings :: Return of the King
so i'm quite excited because i'll beable to truely hype this thing ALOT - and it pretty cool he'd heard of me and wanted to help me out

The Global Illumination is now working far better ... i mean i increased the accuracing by using 64bit Floats, i've slowed the speed down by about 20seconds per minute, but as i had already increased the speed.
have to make a new scene within gameSpace to test the new GI, because alot of it has to do with the fact i've added material properties into this better - before it was just spectacular for raytracing reflection index and opacity for well opacity, but the more opaque the more it would refract.
i've decided to codename the render engine '
Erin Render System' may change later, but i like the idea of it being called Erin
i think i'll show a few screenshots of gameSpace in action as well because the UIS is certainly a sweet little tool (^_^)
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?