[quote]if we can’t get that ‘wow’ factor.
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What technical graphical features provide wow? Dynamic lighting (JCPT has)? Reflections (dunno)? particles (JCPT has).
While a space game is probably the best scenario for ray traceing, I don’t think there are any suitable off the shelf ray tracers. I think rolling our will be too large a task. Compare the features list of JCPT with rings http://j3d.sourceforge.net/, WE would have to fill that gap.
Yeah I totally agree that the gameplay and actual graphics is more important than the rendering technology. However, you can’t code a thing until you know what form of data you will be working on. JCPT implies MD2 for example. I think JCPT is a great option if just for the turn on/turn off openGL acceleration. It seems to support alot of extra features we will need as well.
With rendering and physics decision made, a subset of functionality can be developed independently of thematic story (e.g. moving a ship around, shooting, crashing it into another and drawing it). Those operations are not trivial, particularly non-convex poly-poly collision checks. I’ll have to split the polys into convex pieces no doubt. All my initial time will be swallowed by getting those tasks working correctly, so its better I get on with that ASAP. It doesn’t matter with those tasks whether the game contains RPG stats or not. I need to know what model format the graphics will be in so I can ensure the physics ends loads the meshes correctly. I’ll assume MD2.
Tom