Well my goal is to one day have a powerful graphics engine that can do all the fancy eyecandy, but I dont expect to get there on my first go. Much like ID didnt go from castle wolfenstein straight to Doom3, I plan on building a small engine and then slowly work up to a powerful one as I learn how all these things work together. At the moment with this engine I am learning how opengl works, how blitzmax differs from b3d, how to do things in a more OOP style and of course how to build an engine.
I dont know how far this will get, my approach is build it in sections until it becomes difficult to add something new. So far the only real problem I have encounter is understanding how opengl lights work, which I now sort of get but need to experiment more with, and model loading, which is more due to there being so many formats and variations within those formats as well.
I would say that what I have as far as entity/mesh control goes that the engine could do any of the demos/intros a version of the ttdvectorlib did, which itself is a good basic 3d engine but of course software rendered. It would of course surpass the amount of polygons that could be render and the framerate due to hardware acceleration. It also handles textures, something we never got in the old lib. Only area it might currently struggle is glenz type effects since I havent coded for them
