@DVader : Fortunately the two top requested features on the voting board are precisely what you need. We will be writing the LUA Architecture system to externalise the hard coded elements of the engine (protecting the performance of course) in order to implement a long lasting save/load feature. At the same time, this overhaul allows us to add more LUA commands as requested, and included as part of the same update, so that should come first. The second voted feature will then deal with the AI, replacing the rather limited 2D-esk pathfinding with proper 3D nav meshes so characters understand the concept of floors, stairs and ramps from any available geometry. Ladders throw up a number of issues in terms of animation syncing, but we would have better luck with characters on boats, lifts and conveyors. During my tenure over the next few weeks I will be compiling a list of 'nice to have' LUA commands, so please rack your brains and make up lots of LUA commands and I will invent them for you in 2016 when we release the next major build (as voted by you).
@tomjscott : Yes you should be getting a lot more than 12fps on the Devil's Hill level. If you have time, try disabling elements one by one to see which one contributes most to the slowdown. You can press F11 when in Test Level mode to toggle each major element, including the grass system which you suspect is the cause.
@Wizard : It would be great if someone could produce a side by side demo of GG vs one of the other engines but no one has taken up my challenge so far. It's something I might attempt myself over Christmas for fun, and also to learn what tricks we are missing in terms of rendering shortcuts.
@Bolt Action Gaming : When you say 'static decals' I am assuming you mean the lightmapper, which can produce an infinite number of indoor shadows when you use static lights (red) instead of dynamic ones (green). Most games back in the day used raycasting to pre-render scenes like Resident Evil but most games used baked lighting (lightmaps). More recently modern games have started using real time raycasting but they are pretty heavy in terms of performance and there in lies the trade off. When we do the DX11 graphics update, we will be creating a shadow system which can transition from sun light shadows to local dynamic light shadows to flash light shadows. I am also curious if you can dig up any modern games that cast multiple dynamic shadows using the raycasting technique as I would imagine this would be an intense shader at the cost of frame rate.
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM