I'm not debating, at all:
With the source, we can improve 3DOs to be more similar to brushes, and especially, improve the lighting calculations and such. With the source, we could make everything dynamic lighting. We could have the engine calculate and cleave the lights to perfection. We could even scrap JK's lights and remake the lighting alltogether. The possabilities are endless.
The main reason JK's source is more valuable than, say, Quake 2, is because after you've edited the engine up the wazoo, you've got cog. A scripting language that can do almost anything, anything within the limits of it's engine. You can't do that with Q2, you have to hardcode the engine every time you don't like how something works. Cog allows you to control every aspect at any time. Allowing for the engine to support vertually any gametype you can imagine. Not to mention, you wouldn't need to recode the engine for each gametype. After editing the engine to fit todays standards, it could be modded to do anything. Most importently, the engine could evolve with the times. The Sith engine is quite frankly one of the more revolutionary engines, even compaired to Doom3.
JediKirby
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jEDIkIRBY - Putting the Romance back into Necromancer.
Proud Leader of the Minnessassian Council
Live on, Adam.
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