Optimization is key to that in ANY engine. A great deal of that involves meshes and textures, and, like Teabone said, LOD can go a long way toward that. Much of that, furthermore, is beyond the skill level of the average person wanting to simply populate a map with hundreds or even thousands of objects and then go do battle in it. If Reloaded achieves that capability without further optimization on the user's part, I will be amazed. Most of the models that I have seen don't use LOD, yet I think it should be standard requirement for higher-poly meshes at least, and if it raises the price of the model due to the extra time involved, so be it. I'm willing to pay for it. As far as the engine being an "open world" engine, it pretty much is at this time, but only for two reasons as of the current beta: Lighting is poor both inside and out, and the AI can't navigate indoors. The next beta
should fix those issues. Just check out this week's newsletter:
http://fpscreator.thegamecreators.com/wordpress/?p=832
Or to follow daily updates, Lee's blog:
http://fpscreloaded.blogspot.com/
EDIT: I just read Wolf's post and I guess I misunderstood what you meant by "open world". I thought you meant "outdoors" exclusively! LOL, sorry! Now I'm not sure what exactly you meant. But when we get the ability to have multiple levels and move between them at will, then I guess anything is possible. As for infinite terrain, if that is what you meant, that has been discussed in other threads but I'm sure that would be a ways off if it ever came to fruition. I left my original post intact just 'cause.
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