Hi
I have to say the latest FPSC BETA's and The Escape demo are a significant milestone for FPSCR. This is real cause for celebration TGC.
However there is still a huge part of the engine missing which is indoor environments and lighting.
For example once we get indoors we are going to need many more lights and Lee has already hinted about some restrictions with the number of lights we can use. Also there is the question of how shadows will be done if we can only have 1 light which casts dynamic shadows i.e the sun.
We may need to move to a deferred rendering system or deal with some potential performance issues here which really should be done now before we consider performance to be solved only to find we can't have any lights or shadows inside of buildings.
There is talk of having an early access version of FPSCR on Steam by September but if going inside buildings is still limited to the entity buildings we have now and no control over lighting this would not be well received.
In fact I think the lighting system in FPSCR needs to be worked on in general to give basic control over point lights, directional lights, range, intensity, falloff and all of this. Except for the awesome dynamic shadows the lights themselves are still FPSC Classic.
My main concern is this topic has not really been given any priority or focus and the quality of the lighting system of Reloaded is going to far more important than some of the other features being worked on at the moment.