I've been playing Halo again. Having seen the awesome architecture (imo) in a lot of parts, I'm inspired to make another map. However, I know I'm going to have to negotiate with the Cube 2 engine.
The engine is based on the octree, whereby cubes are split into 8 smaller cubes, which are each split into 8 others, and so on. I've been able to make pretty detailed work with it. But when it comes to making perfect, seamless work, this system is not adequate. For example, when two perpendicular, angled sides come together, they cannot seam together diagonally like on a picture frame; the best we can do in Sauer is "fold" the corner over. That's just one example, and it makes detailed architecture difficult, and decent landscaping near impossible. It also makes detailed cylinders damn near impossible.
I'm not experienced in graphics or anything. I've picked up almost everything I know from this engine, in fact. So I don't know exactly what it would take to create more 'seamless' objects in-game. Maybe it would take two different levels of rendering with different surfaces merging together, similar I imagine to how mapmodels work (again I won't claim to have expertise on the matter). But it wouldn't be a far stretch. My question is, is this feature omitted from the game for simplicity's sake (the game is characterized by being based almost entirely on the octree) or could it be included? I'm at the point where I can build really cool things, but the engine is starting to hold me back. I was considering mapmaking in Halo but I like this community enough to stay. That said, maybe we can import user-generated Halo mapfiles in?
Anyways, some thoughts. I know a new release is coming out soon and it would be really cool to showcase it with some sophisticated maps; not to throw stones at anyone's work, it's all great, but we know we're compensating for the limitations of the cubes.