Thanks
Iro2 will be a fair bit different from Iro1 - especially in terms of graphical niceness! The project started out as an attempt to "finish" Iro1, fix those horriable bugs and what not. But in the time since I wrote Iro1 i've learned alot (and learned alot writing iro1 alone) and I was looking at the source in, quite frankly, nothing short of disgust xD
Alot of Iro1's engine was so horriable that I decided so much would need nothing short of replacing that I may as well write a full sequel from scratch which would allow me to do many nicer things with the game by design from the start.
Things are much faster now. It uses newton for collision and alot of the extra speed is thanks to the compiler i've written in C# for the level editor. As Iro maps are made, mainly, by placing primitives like cubes side by side there were alot of wasted triangles like where two cubes touched and the touching faces would not be visable. In Iro1 they were left in and further more the world was litrally just a ton of seperate primitives. My compiler for Iro2 exports one single, solid dbo but most importantly it first parses the model looking for redundent polygons that would never be seen and removing them completly. Its lowering the polycounts for levels by half or more
I'm really quite proud of it!
Much more flexiable entity system too, nothing is hard coded, you define inis in plain text ini files which both the editor and the engine can parse. Everything is in quite a simple format so its easy to parse and you can infact use the editor for whatever task you wish. One of my friends has already laid claim to it for his game xD
Anyway i'm ranting.. back to the grind stone! I will probably post new information about the project here if anything worth noting happens