I quote from Beyond Virtual web page
quote

True WYSIWYG World Editing & Object placement
One-button game launching / testing; One-button Game export!
No level compiles, instant game previewing
Auto-reloading of modified Content (3d geometry, 2d textures)
Interactive Camera Path Editor complete with VCR-style controls, path smoothing (adjust bias for keyframe transitions), time controls, independent camera targeting control, and much more


In-game debugging tools for Collision Meshes, Occlusion, Pathfinding, Object Interaction Zones (triggers, mission scripting, character/object interaction)
Object Previewer
Preview models, animations & textures how they will appear in-game
Edit materials
Apply normal / specular maps
Preview objects with per-pixel realtime shadows

unquote

I remain of the opinion that this is the correct approach
A game engine should provide just an "INTERFACE" with 3dthird party tools as well as to take care of " on the fly" graphic issues such as dynamic lighting and shadowing
You can not expect to have built_in advanced graphic features ,not at least for 200 usd
A game engine top priority must be the engine, sorry for the tautology

Anyway I agree that I did not see so many porogress from A6 to A7 as far as workflow is concerned



Last edited by AlbertoT; 11/11/07 09:13.