Zervox and aceio76 Thank you for taking the time. Actually I like honest answers.
I do have full source on my sub with Esenthel. My experience with this engine to date are 3D art and running around in very large landscapes made from L3DT. Love the material editor! Animations work really well in Esenthel as well. I have purchased some nice things from the Esenthel shop but have not really dug into them.
I understand the floating point limitation. This is what causes the scaling of Meters to Kilometers...basically 0.001 scaling which leaves 4 decimals to play with for some sort of accuracy. This is what 'By Design' is meant for. This dictates any type of large world type environment.
To note on this....in single client environment this is not a large issue since there are methods to shift World Zero in relation to the client. Multi-player nails the world zero since more that one client may be in the same region (level). Hence the main reason for a Large Flat Cylinder for Space areas/levels/planets/belts....
I am a high end PLC Programmer (Top 100 in the world) and learned C Language whilst modding for Neverwinter Nights 1 for 10 years (Olander's Realistic Systems). Working within Bioware's Aurora Engine I learned a great deal of what to do and what not to do in regards to game structure. Bioware chose RadTools as there base then designed their GUIs and other things to have the tools work together as a Game and Toolset. It worked rather well to be honest. NWN2 is an example of how robust the RadTools were and how a company, Obsidian, expanded it but also made landscaping cumbersome and very buggy. Interesting to see both iterations.
I transferred much of my code to C# in Unity 4/5 which dug me deep into this 'engine' and found many limitations/workarounds. C++ is readable but will take a little time to adjust to Esenthel (as would UE4 ... have been using the Visual Scripting currently but this does have limitations for some things). I have no issues with digging in so to speak and no illusions that a 10-20 person team (and outside contractors) is needed to really do a game like this justice.
I can code C++ and it will be robust but I do know that my strong suit is 3D art, level design, and writing.
Now that is out of the way...more specifics and what I have gleaned from the answers.
Box Design:
Think of a Box. It is empty inside. Now place things into it to occupy the space inside. Now move the Box and everything inside moves with it. You can think of this in many ways...Folders in Windows/Mac as example.
What happens is the Box communicates to other Boxes and the special Box called Module. This makes it easy for the Box to take care of itself and the items inside this box can still be interacted with fluidly through proper Parent-Child hierarchy.
Example:
Tell a Box to turn On the rendering of Hair_0001 and the Box script says...got it...here is hair script...you there...turn On Hair_0001. Hair script says...not unlocked sorry cannot do this.
Hope that explains the name better.
1) Master Container (Module). Basically this Box (Object) needs to exist at all times and there is only 1 of them in the entire engine. This Box (Object) is responsible for Global Activities and Data Connections to a master data server....things like Global Time, Time Based Events, Trade Network, Door Auto Open and Close Delays, Game Configurations....etc. Unity and UE4 do this differently but both work well. I am not certain how Esenthel does/handle this.
2) Floating point understood. Thank you.
3) Thank you
4A) Clouds non-volumetric...check...Skybox or Mesh acceptable. Thank you.
4B) Since it is Skybox or Mesh then 500m is very acceptable for simulated landing. Thank you
5) Fair enough. This was kind of a go ahead and ask about single or multi threaded nature of the engine. I know I did not state that but in any case this sort of thing should work fine. Testing proves all. Thanks for the answer.
6) This sort of thing is way above my skills. PLC telemetry and data connections is a completely different beast to computer server and networking data (although related the data structure and protocols are completely different). I think the main question is if Esenthel with multiple dedicated servers....can each of these communicate with a master data server. With full source I do realize that this can be done so this is kind of an Engine Designer type of question for a later date. Thank you for the answer on this.
No really. The answers were completely satisfactory! I appreciate taking the time to open up honest answers.
I will give EE a solid go. I have enough art and working functionality in Unity and UE4 to make a demo for GDC2017 for investor funding...with EE I will suspend that. It will be interesting if many of the C/C# functions I have made will transfer well to EE C++...many should with slightly different syntax. Will be very interesting!
I will most definitely be asking EE Pros in the forums here if they are interested in joining this type of project. I want to make certain that there are no smoke and mirrors....this thing REALLY works prior to doing so. Looking forward to being part of the EE community.
For two decent examples on the game style...SciFy Channel's The Expanse is very similar. It was interesting to watch Season 1 and see so many similarities to my game design....crazy cool. The other would be Firefly/Serenity. An old but awesome game is a little similar as to the space flight and jumps....Independence War 2 Edge of Chaos.
Thank you
Cheers
Olander