Hi, there!
In two words: great engine!
As is the usual procedure, I am experimenting with the engine, i.e. trying to see how the (not very humbly put) engine features are to be implemented by the programmer/artist. As it happens, the programming part is more straight forward than I firstly expected. What's more, up to this point the lack of complete documentation is not much of an issue either. However, the creative tools, i.e. modeller/world editor, need some more explanation.
Most recently, I've been fiddling with cloth. I hope I am wrong, but it looks like cloth can not be simulated directly in the model editor, but in the final executable, which at some point is a bit tedious (especially when experimentation is needed). I couldn't understand the purpose of the operation, named "Cloth Edit Mode" in "vertex face" view. Unless I am very much mistaken, it seems it's there to provide the advantage of adding cloth to a compound mesh inside the editor, but as I say I don't very well understand how this functionality works and therefore I'd be very glad if anyone could say something enlightening on the matter.
Secondly, I am praying for an opinion as to how to implement certain rendering features. In order to acquaint myself a bit better with the framework and for my personal interests I am trying to make a mathematically simple simulation of the blood flow, which includes rendering of red-blood cells. It happens, however, that I am not achieving satisfactory results with the visuals. For reference I am sending two pictures of my (very humble and purely self-educational) implementation, along with two photos of some real cells.
Achieved:
As one can judge by the photos, I am some way from obtaining good results. It looks like real cells are a bit more hollow in the centre, and achieve much more intensive subsurface scattering. I would be very happy if anyone could advise me as to how to attain more realistic-looking cells.
Thank you very much!