
I finished adding anti-aliasing support to the engine. It looks much better now — finally got rid of those jagged polygon edges. I also went back and hacked the base code to death to get rid of some of the buggyness with initiating the OpenGL rendering context.
From here, I plan to look at laying the framework for an editor. I’m still leaning towards a dockable tool space written in C#. I guess I need to sit down and get myself accustomed to the language first though.
As always, the most current development build can be found here.

I’ve been interested in doing this for literally years now but given my new state of unemployment, combined with the need to clean up my portfolio a bit, I have started developing on the game engine I started oh so long ago. The idealistic plan is to create a new engine from scratch, along with a new level/game editor. Who knows how far I’ll actually manage to get with it though — it’s a learning experience more than anything else.
Anyhow, so far so good: simple maps and textures are being loaded dynamically, mipmapping is in place, and the mouse-look control system is functional (although it probably still needs a few adjustments). Next on the road map is anti-aliasing and from there, I’m going to look into trying to put the foundation for the editor together.
For the editor, I’m considering dabbling into C# being as I have never really messed with it before. Should be interesting anyway.