Ok, so when looking at Glest, i see so much potential, and working with it is so fun. Also I have already noted that the graphical limitations are very big, though, gameplay is pretty unique and awesome. In this thread, I`ll compare Glest with other RTS games at higher graphical level than Glest.
While something to take note of is texture, yes, the textures currently used in Magitech is highly optimized, looking at a game released some years ago, youll see a heavy difference;
[img]http://www.aramation.com/games/wp-content/uploads/2008/07/image.png[/img]
So what does make this difference? The first thing i think of is different maps of textures, having normal maps can make such a huge difference. Too illustrate, i`ve found a image on google:
As you can see, normal mapping ads so much detail so a rather simple game model, now, have this model with other maps aswell and it would resuslt in stunning graphical improvement for glest.
Now, while FPSes have taken the lead in graphics, RTSes can still outgun them, since RTS games doesnt require a lot of detail to textures, it can get equal results with less detail. Now how does that help? It gives you less time to work, and get more eye-candy for less work.
Now lets see a "Archmage" without normal mapping;
Now you can say "Wow, thats a heavilly optimized model!" but why not add Normalmapping? See here for results;
Imagecoming.com
edit: Lot of information about OpenGL Mapping;
http://www.3dkingdoms.com/tutorial.htm