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Some features that I believe would be great
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[quote][b][/b] wrote: + 1 from me on all these things, especially D3D11, Vulkan, PBR, ES6 & point light shadow casting. I can see that in the future of CopperCube but it seems like I will have to wait around 7-8 years for these to kick in :) Maybe not for point light shadows or D3D11 but Vulkan and PBR seem like a long way to go, especially considering that WebGL 2 support was introduced in CC6 :/ The lightmap/lights thing should be something that can be implemented maybe even in CC6 or CC7 without too much trouble because it can already be achieved with double geometry. Normal map for lightmapped static models is also something that I manage to patch but it was very weak & only worked in OpenGL builds. You have much more experience with CC lightmapper, I never really used it, just experimented with it a few times, so if you think that it's not good I believe it should be discarded. The ability to render models with lightmaps, that is models with second UV set, is something that almost every engine has, from low-end engines to Unity & Unreal, even Sketchfab has it, it's very widely used in game development, so I think that attaching the ability to have lights affect lightmapped geometry shouldn't be too much of a trouble :( Even big AAA games use lightmaps, mostly just as a primary light-tone of environment so that dynamic lights & dynamic shadows can make everything more realistic once they become active.[/quote]
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