@3com : No plans to support 'curvature, edges, cavity' for the release, just the usual basic PBR stuff we already have in Classic, plus the new surface texture format. Wicked Engine supports more than this, but I want to give the development enough time to produce something stable, rather than cramming everything in because it's shiny. Also, as the backlash on failed deliveries of features with Classic, I will be carefull edging away from promising anything in any social feed that is not already on the pre-order page. I will probably get enough grief with the interpretation of the pre-order promises without adding more to the list
@Petr Surtr : There are no plans to support procedural terrain or imported procedural terrain in MAX. As to this being a core feature, I am curious if the community would be asking for a pre-order refund if this feature was not included on release. To manage your expectations, assume this feature will not be implemented. There are no plans to directly support exports from Character Creator 3 or iClone 7, only the ability to import FBX files as coded in AssImp. As MAX will not be able to deliver the features you require for your workflow, you might be best trying the Procedural Worlds with Unity or Unreal to see how the pipeline works in those tools. No need to wait for MAX to turn your ideas into reality
@osiem80 : There is no entity placement in Alpha Build 3, only the ability to camera move around a small room created by our artist in the Wicked Engine Editor.
@Nerf Rhett Games : There are no plans to support model file importing that has parent transforms for coordinates, only transforms as part of the child frames of that model, as indeed Classic does now. It is perfectly fine to create a whole room in a 3D art package, and export those meshes/frames as a model into GameGuru. You lose the ability to edit them separately and other benefits such as faster collision and separate material IDs, but you can import a chunk of visual model in one go for sure.
@Argent_Arts : As above, you can import a whole scene but you lose any of the attributes GameGuru provides to the individual elements. For example, if it was a 500K polygon scene, you would have to add 500K polygons to your physics collision universe to stop the player walking through walls, and that's not a great use of available performance.
@AmenMoses : Just as you say
All, I do like the idea of importing a 'scene model' which then becomes decomposed into individual entities that can be manipulated, but it flies against a few basic fundamentals of how the engine is set up at the moment, which is an FPM level composing of discrete carefully defined GameGuru entities. For the avoidance of doubt, there are no plans to support scene importing in GameGuru MAX.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.