@bat78: Yes, I know that there's not a lot of people posting anything currently, but that doesn't mean that people are not checking the forum every now and then. Also, if only few people are posting, isn't posting updates exactly what we ought to do? I mean, posting a little update every now and then doesn't really take that much time, and it counts as activity on the forum, and will most likely attract some more people to post also. What comes to me not answering your PM, I'm sorry about that, but I have to admit answering your PM's takes quite much time, as most of the time the things you talk about are of such levels of complexity, that I really have to think what I'm going to say. Call me lazy, but I'm not in the mood for writing long PM's that often.
And what comes to me not being on skype, that's just because I don't really use skype that much.
@Jagmaster: Haha, so you belong to the 26 people weird enough to have subscribed to my YouTube channel. xD
@MrJolteon:
Anyway, here's how SABRE's doing now.
I've worked on adding the thin walls and the windows / transparent walls to the engine, and currently I have a very hacky and unoptimized version of both of these running. It works but there definitely is room for optimization and cleaning of the code. But that is all okay, my goal was just to see if I could make my ideas into reality in the first place, and now I know that that's possible, so the next thing is to write the cleaner version of it. There was some peculiar bugs, but I managed to work those out, so I now have a pretty good understanding of what needs to be done to make this more efficient and more flexible. Anyway, here's some screenshots:
A little room with windows on three sides
View from inside the little room
Some chain-link fence
Closer look at the chain-link fence
The thin walls will also be usable as door frames, here's a crappy magician's tent entrance texture made in paint xD
As you see, currently the rendering limit for parallel partly transparent walls is 5, and because of that you can't see the concrete wall behind the last window. Changing this will be easy, and if I wanted, I could make it work without limits, but I think limiting is a good idea, because otherwise bad level design could end up creating enormous lag.
Here the render limit is sufficient for seeing the concrete wall behind the windows.
Oh, I almost forgot to mention that currently I haven't written collision detection for the thin walls, so that's on the to-do -list, too. Because of the door frames I'll have to make it so that when designing a level, you get to adjust which thin walls can be walked through and which can't.
EDIT: I forgot to mention that I'll make a video later on. For now you'll have to settle for the screenshots only
EDIT 2: Updated the image links to link straight to the full picture, postimage.org's image viewing page seems to fill your screen with trash if you don't have AdBlock. Didn't notice before, because I use AdBlock.