Over the past few months, as more things had been added, load times grew longer, and the team started having issues with lightmaps being out of date, etc.
So, we changed the system so that now the level editor saves out a .exp file with just enough info so the game can set up the level when it's run.
When the game runs it looks at the .exp file and sees if it's fresh from the level editor. If so, it creates the lightmaps, the navmaps, the collision structures, the vbs & ibs, etc. and saves it all back out in the .exp file.
Next time, when the game is run, everything is loaded from the file instead of re-creating it. This makes running the game go from taking ~ 1-2 minutes of preprocessing to ~10-15 seconds. Much better. Also, there's no more chance of things being out of date.
We lost a team member who was slated to do the boned animation system code. We have some code to start with, but right now have no-one signed up to get it integrated. I could certainly do it, but I'd rather get another coder on board, and give someone else the opportunity. This position can either be paid via flat fee or profit sharing. If you are interested, or know someone who would be, email me @ email@example.com.
I'm attaching a render of one of our enemy models for the demo ( not rendered in-game ) :