I agree with in general with the assessment here.
Not sure though that at the efficiency measures mentioned regarding the use of or display of entities and so on in editor, for example reducing the number of real time features of high quality display at build time by replacing say Characters with markers is and answer at all at the end of the day to any issue.
Yes no point in particular to see full entities in editor perhaps like Characters which could be replaced by markers. On the other hand many objects users may need to place exactly and with precision and also adjudge many other things in relation to them, how the cast or receive shadows. The exact scale and position and so on. Minor things perhaps you could get away with ignoring perhaps though unless you are like me and are fussy about what everything looks like down to minute detail and care about tweaking until just right. At least to the best of your ability.
Not quite sure how you can replace actual real presentation with a marker for many items. Some yes. Perhaps for example an entity could just display wireframe so one can see the form - though thats a half way house.
Anyway In test run of level you still need real visual feedback for quality game making and you need to have WYSIWYG or you would have to rely on "Save or Game Publish before you can actually see play your game - walk around what may be a massive game level just to find out if each and every entity if anything not fully represented in your editor game making actually looks and perhaps behaves correctly to some extent at all. Placing a large number of entities you want and perhaps need to be just right and not being able to see that in editor puts you back to Classic where you can spend months just testing and looking around levels and tweaking more than developing.
Still that's some concern but at the end of the day the principles you refer to of things like LOW LOD versions and so on are fine given that such would be sufficiently capable of providing sufficient visual feedback in game making to alleviate any serious levels of major reworking later issue when you actually publish a game.
Of course non of that will actually tell you what really matters - which is not ultimately how the editor performs - but how your published game does and and is there any variation. At the end of the Day its how your game looks and performs and plays that matters. For that you would in any case have to constantly publish and test your game to actually find out if the game plays as you intended with less editor and game making real time feedback. i.e. is what WYSIWYG in final published game what you had envisaged or intend in building or not.
If you remove the game visual and performance and other types of feedback e.g. physics perhaps in editor so as to make the editor more efficient it will not show you how your game or reflect how your game and gameplays visual appearance and performance will behave as it will be different. It may also as said affect the development time and make it longer.
It is going backwards to past software to some extent at least and that's where you seem to be now going backwards while attempting to go forward.
Still the current reality is the current reality and someone has to make some decision about how to proceed/progress in ideally going forward and not backwards ultimately by whatever avenues are or can be employed or you end up going totally backwards or nowhere at all.
Forward is the way to go which is the whole point of Reloaded so having come this far and to date having what we have some progress has been made in moving Reloaded forward from what existed previously.
Ultimately no matter what engine we have or use if anyone wants to make a really good game no doubt they will always have to do a lot of development and hard work testing both in editor and Final Published games and Yes re-working a lot perhaps. Thats how it is if you want something good. Much like making a game engine. No one minds that at all if at the end of the day they know that they can succeed with the tools at hand. However thats one of the issues to keep an eye on as always. For example how will this be when say we have a game comprising of more than one level. 3, 5, 10, 20, 30 levels? At the moment one level may be a problem. Do you have the platform to manage the memory and so on to make and publish and for the end users to run your full game that you will make with more than a single level. Things yet to be tested and perhaps that may be a good idea to look at once one single full game level generation to a standard of quality your games will require can be successfully output and played at acceptable quality gameplay levels. If you can get to make one game level then can it and will it make a whole game with many levels? Just an aforethought though we understand that we have enough to contend with at the moment without going there. Sooner rather than later however it has to be considered and confronted. Preferably before the engine is said to be completed before you can find out there are problems looming with making a full game as has been the case in the past with perhaps who knows how many levels. How many levels will you be able to have and manage successfully to publish quality? Yes. This is one of the haunting core issues from the past not yet even considered by us this end.
Anyway Reloaded is and has made some progress. It seems to have some basic issues and users have some concern over the similarities and concerns in particular to the past versions where core issues are concerned and have proved to be inadequate perhaps or at least decidedly needed some improvement. This latest version seems to have brought those to attention as you might expect as Reloaded engine gets put under more and more pressure and falls over. Not quite there perhaps but together with as has always again seemed to be the case in the past and of concern a forever dusting of new issues and bugs with each issue some re-occurring and not being put to bed and going around in circles, slowing progress.
As I have no understanding of the internal workings in any detail of Reloaded then personally I have no real idea of where we are other than what I can see from running the engine in a personal situation like everyone else.
Now Rick and I guess TGC currently say, have patience and all will be OK. You worry too much. Which may well be correct and the concerns shown by users since this last Beta totally unfounded. Users may not know what they are talking about despite what they find in practical application you could say.
No idea which is a correct assumption which is what they are. Certainly I know nothing and just commenting as I understand things to myself.
Whatever, I guess if users concerns are unfounded then all will be fine and with some updating, re-working, issue fixing and so on shortly to come perhaps following Lees return then Reloaded could be back on track in getting the core and further releases kind of a little more stable and efficient in performance and level handling. At least it would be helpful if that were the case perhaps and stability, performance and quality brought back and maintained from here on in. The actual performance thing perhaps being the optimum item or not as will become even more apparent in time.
If Reloaded is brought back on track then together with the forthcoming additional features it should be then well on its way to make some real progress.
Bringing it back on track may be a matter of somewhat basic updating, more complex updating and fixing of those things that may have gone off track as a result of recent inclusions and additional work in the last Beta. It may require removal of some things and or backtracking in a more major manner. I don't know the answers as I do not even know what the internal engine issues are if any as said being an end user only. I am sure Lee will give it some consideration and decide on how it will proceed best as possible.
I presume the over-riding factor is what Reloaded engine power as a core can possibly deliver or be made possible in reality to deliver at best. How efficient can it be in managing the things users need or aspire for it to do? Now seems to be the time to find out, confirm or decide what to do based on any judgement and knowledge if there is indeed any certainty about that at all which others not I can credibly and accurately come to a conclusion about.
Whatever again the general thinking and user findings are clearly made known and a lot of them so how TGC proceed will I guess be down to their own knowledge of making a successful or not game engine. Not a lot we can do about it only comment. Down to TGC as always at the end of the day.
Update :
I guess the real question here is not Reloaded at all but the underlying core technologies and how efficient they are and suitable for the task in hand whatever that is.
(a) I can't see Reloaded being started from Scratch. Thats not going to happen I would not think. New base language, 64 Bit, Direct X 11 and beyond and so on. Perhaps the next engine after Reloaded but perhaps not.
(b) I can't see DBPro being re-written in any major, meaningful way from scratch from the bottom up as it were which is not an answer as you may as well, almost and it may be easier to start from nothing (a) above) I would think unless it incorporates some of the (a) items above or it still leaves other things of possible problematical issue I presume. Memory limits, module plugins and so on. Halfway house maybe at best.
(c) Continue on regardless using current technologies and updating DBPro wherever possible which is presumably what is being done now in the main apart from what other technologies like Bullet physics are incorporated.
It would seem to me that choice (c) is what TGC will continue with out of few available real palatable options now at this stage in development and just make the best of it.