@Daniel
Have you ever worked with normal maps? Do you have any idea how much processing power it would use up if they were implemented? Can the current Glest lighting system cope with them?
hehe, never done it, but I just looked it up on wikipedia, does that count?
I definitely think we should implement it in Glest/GAE, it might requires a new g3d format. I can study up on it, but maybe Martiño can look at it too. I've been pretty busy this last week and I also spent some time playing with Martiño's scripting, it's going to be really cool. I'll be importing that into GAE as soon as it's officially released (and polished). I have a feeling that the processing power, given a fairly current system will be negotiable. I've been doing some learning about OpenGL and how the rendering pipeline works and it's really cool, all of this crap gets sent to the video card (as long as you have a fairly current nvidia/radeon card) and the GPU does most of the magic. By fairly current, I mean 3 years old or so. But again, all new graphics stuff should be controlled via config options, so that if it slows somebody down, they can turn it off or scale it back.