Zeridian said:
What is this written in? C++? C#? Will you ever release the source if you don't think you can finish it? Hooking in Havok 2014 might not be that hard. Hardest part would be the networking. I also have experience with creating collisions for Havok, since I know all the existing models will need new collisions for proper physics.
This is a humongous tease. I've been thinking for a long time about what it would take to build a custom UE4 client for Core3.
Well, again, this was more of a 'what if' post rather than an actual expectation to ever finish a client 2.0 project. The editor does have features beyond what is required for world editing - a standalone game mode, PhysX physics (might replace this with Bullet), navigation via recast/detour, audio and lua scripting. It is written in c++ (and lua), uses imgui as a gui framework and bgfx as the renderering backend (so I get DX11/12+OGL/Vulkan support more or less free). I'm going to reveal some more of this soon - it does seem *somewhat* viable to make a game from - I just don't think it's worthwhile.
Regarding releasing the source - maybe at some point, but probably not.
As mentioned by the poster above, intercepting the draw calls and translating them to DX11 is a more realistic project than reimplementing all the game logic, UI, networking etc required to recreate the SWG client. I would question how much just switching to DX11 will actually gain us though - sure the performance might be a little better and we have access to newer shader features but it's still driven by the same data from the client which is quite limiting.