Hello,
Thank you for your comment
However I know FPS Creator (X9, X10 and Reloaded) since 2006.
I think GameGuru not become so complex that that.
The purpose of TGC is to design a very simple motor of use but also powerful than those we see ajourd'hui I named EU4 (I begin to know well).
If GameGuru included in the future Occlusion, the PBR, improved FXAA Anti-Aliasing and many other options, when the interface to it will not change much.
In EU4 eg must be created and add 8 or 10 levels of textures over the object in question to hand over the source code C ++ or with the BluePrint.
The BluePrint reminds me GameGuru and FPS Creator.
GameGuru will not need this feature because it is already way to operate automatically over EU4.
GameGuru alone will add levels independently textures without causing a single error: no current engine does this because in EU4 or CryEngine or Ogre or any other engine textures must be created, positioned and configured (PBR metal? PBR Roughness? etc). While GameGuru will manage alone what to implanted through Shader FX
I do not know if you understand ^^ I am French and I have trouble explaining in English ^^
Basically :
The interface of GameGuru will not move too much and remain simple, the internal engine, with its unique core, will manage alone through the FPE settings file and many more options.
So yes you can not touch the engine source code that is closed and also the hard core. However GameGuru be developed enough in the future to create beautiful realistic 3D games and easy where a developer will win several months of creation compared to other publishers
Who personally I am fully in support GameGuru.
I would love to participate in its development by providing quick and simple technical adjustment ideas to implement in C ++ (not knowing the DarkBASIC I am glad that no longer exists).
When GameGuru will have the following features ...
- PBRendering and PBShader
- Occlusion
- Improved FXAA
- Lightmaps Spot 120 ° to 180 °
- Possibility to swim in the water
- Creation and maintenance of an inventory in the game
- Quests and Missions autonomous
- Anti-aliasing
- Save / Load of the game
- Single core transformed into several micronuclei (for extraordinary execution speed)
- Better adaptation of NVidia and ATI graphics cards and the RAM memory
- Land vehicle driving
- Unlimited Maps
- Several terrain textures added manually
- Several herbs automatically generated in the same level
- Areas according to changing ambiences Some places (already if you put a TriggerZone with a LUA script that changes the colors and effects levels)
TOTAL : 16 essential options required
... There I think GameGuru can compete with any other engine and without creating a complex interface: the aim is to primarily design a powerful and reliable 3D engine without programming
This is just my opinion ^^ And surely that of TGC too