gameCore2 Feature list has been published:

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Visuals

1. DirectX9 renderer
2. 100% shader-driven renderer and animation pipeline. All transformations, lighting & animation is done on the GPU, not CPU.
3. default shader library including of thousands of different shaders (literally), supporting shader 2.0 and up.
4. Unified Per-Pixel Lighting
5. Shadow Mapping (realtime soft shadows)
6. Planar Reflection Mapping, Cube Mapping, Normal / Specular / Detail mapping and many other combinations of shaders
7. The new shader-based renderer adds a HUGE amount of functionality / featureset to the engine. It’s almost impossible to list all of the cool new toys that are available to you ;}

Tools / Editor

1. Completely revamped interface (much better layout)
2. New Object manipulation ‘Widget’ for moving / rotating objects (similar to what you see in 3ds max, maya etc)
3. Integrated Object Properties Editor (OPR) - no more editing endless text files ;}
4. TTF Font Generation
5. Export to Obj - select any objects in the editor and export them as a unified Obj model for editing in your favorite modeling package (including terrains & roads).
6. Complete set of Object Alignment tools, including ’stacking’ (alignment of multiple objects at once, with ‘jitter’ and/or ‘random spin’ allowing a bit of randomness into the alignment).
7. Automatic Sky Generation - simply apply a texture ;}
8. Basically all the stuff that used to require a seperate application or tools or utility has been integrated into the Editor. GameCore is a TRUE ‘Integrated Development Environment’ for Games. We feel it is a revolution in how games are created, a true paradigm shift.

Physics

1. Realtime Physics Editor - edit your collision & physics bodies in realtime
2. Test Physics in the Editor without having to run the game!
3. Rewritten character / vehicle scripts for much more stable physics interactions
4. Joints can be connected across multiple objects (truck / trailer, etc)

Materials / Surfaces

1. Integrated Surface / Material editor allows you to edit / replace and otherwise modify any object’s textures and materials (similar to what the old BV1.1 object viewer did, only built right into the editor)

Procedural Geometry

1. Procedural Geometry (roads) system updated to support banking of roads.
2. GUI editor for Road Connectors (roads snap to these), for intersections etc
3. Automatic generation of Paths for Road objects

Pathfinding

1. GUI Path editing. Paths are object-specific, so you can edit a single template and ’snap’ them together to build your paths.

Cinematics

1. Redesigned Cinematic panel provides a much better system for creating cinematic flythroughs and machinima.

Other Functionality

1. JPEG screenshot export
2. MPEG Movie Capture - export MPEG movies of gameplay!
3. Obj model export

I’m sure to be missing any number of things, but the simple answer to the ‘what has changed’ question is that so much has changed, it’s pretty much a new engine. The tools may feel similar and much remains the same (ie your old projects port seamlessly), but the end result is a completely different engine, feature-wise and capability-wise.

Plus all of the new Scripting Functionality that has been Added (which i’ll cover in a later post)…

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