First look at this demo:

http://www.wiiusers.net/wii/news-editorials/3455-high-voltage-quantum-3-gameplay-engine.html

I tried something similar with a skilled team of A7 developers (Slin also was part of it).

We failed. Shaders and a scene with a good amount of entities slow A7 considerably down. The camera movement becomes jerky very fast and the scene management is not suited for indoors when you use meshes. Blocks are even slower than that.
You see this jerky camera movement even in the official warehouse demo of A7 or in demos of Shader gurus like BohHavok.

So you need indeed so much hacks and tricks (your own scene-management, your own shader based renderer, your own entity-database) so that you almost could just create your own engine.

If you are realistic about this topic then you have to realize that A7 is good for beginners, good for learning and a good tool for prototyping or making small casual games. But forget about comparing it to the big ones out there! Look at the price and compare again!


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