Among the engine's many features are:
-Complete systems for clipping, physics, job threading, skeletal animation with IK bone controllers, game scripting, AI navigation and reaction, efficient client-server networking, and more.
-An incredibly flexible and efficient rendering architecture, with plugin access to new rendering API's and texture management schemes (including virtualization and streaming).
-Lightmaps with directionality and correct specular highlight distances (allowing for extremely realistic, per-pixel lighting from multiple light sources in a single static lighting pass).
-Stencil shadow volumes, dynamic and cached, for both dynamic/animating and static geometry.
-Projected shadowmaps with intelligent frustum grouping, for both dynamic and static geometry.
R-Cube's primary functionality stems from a single model format, which is at the core of every R-Cube model-related system, including rendering, clipping, physics, and skeletal manipulation/animation. This means that there is no abstracted difference between a skeletal, animating character in the world and a complex, fully BSP'd piece of static level geometry. Both models go through the same path, and take advantage of any built-in data along the way, such as skeletal transformations, or BSP tree culling.
This unique approach to a unified model architecture has paved the way to allow easy importing from dozens of other formats, from proprietary modeling suite formats, to mod common community formats such as id's q3bsp, md5mesh/md5anim, and proc formats, and Valve's SMD formats. R-Cube's modding tools give modders access to a wide range of professional and community tool support, through a plethora of import options.
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