Also got the per voxel sector procedural deco system up and running, but didn't post anything about it as there is a long way to go to get the cubemap gen, depth/height gen, etc in for IBL fun per sector. Not much to look at especially without even volumeric fog / aerial perspective enabled. I was just testing 'fill' with this screen capture basically. The bright yellow dots are markers that flash on/off to visualize the sector layout, and show where the 'smart sector' object is located. It is mostly for coordinating deco batches and the cached/dynamic maps mentioned above.
About to get back to working on graphics after making several script based camera rigs and character controllers to test the new scripting API improvements including fast math lib exposure and the ability to dynamically bind script classes from the native side. May toss in a quick shooter game play demo like I did in midgard... that was 11 years ago! I feel old as the last engine I wrote from scratch with network gameplay is older than most game companies today.
Once I have a polished network model for gameplay I may do a public alpha test. If that goes well... ah kickstarter? This time it will be an action rpg-ish death match in an open world environment. I also need to get the Makehuman models animated for demo content I can release. Currently I'm using "stand-in" animated models that can't be redistributed with the demo as you likely noticed. Right now that would mean you can plug-in any md5mesh model and play, and I'm not going to encrypt the script files or shaders as I want to demo with the web browser as editor, so people can mod it. It'll be like old times. I thought about purchasing some stock animated models in FBX and converting them... but I would have to reverse engineer FBX binaries. If you have some to sell and are willing to export to md5 for me I will pay extra to save the time for coding on my engine. ;)
Failing that I may release a single player version to let people kill and loot some mobs, and focus on gameplay net code later. Hell worked for minecraft going single player + editor. I already support a couple network servers per game client already for editor on httpd and script console via telnet. The dedicated server part is easier that this, but I have yet to put time into it. Time for bed! 0310 :)