Hi Lach,
I will try to answer your questions.
Lach wrote:Are there minimum requirements for making and playing the games, or does it depend on the type of game it is?
Well your question is not really precise but I will answer that each type of game have different requirements so it's not really easy to design an engine for all sort of games. Instead you will have to add you own optimizations/algorithms to make it usable...
If you are talking about environment requirements : .NET framework 2.0 must be installed and the games will only work with directx.
Lach wrote:How are commercial games treated with this engine, is it possible?
There are no commercial games written with Brume. In fact this engine is more an experiment I want to share with other people.
Now I'm quite sure that it's possible to make a commercial game with Brume. The limit is the time you can spend in optimizing your code and optimizing/debugging/enhancing Brume (I have limited time for this but some people managed to make samples with GTA for instance which is a good start...)
Lach wrote:What are the supported models and textures?
Supported models are actually .X files (pretty limited compared to professional production pipelines). But you can still make your own reader (like it was done for the GTA .dff meshes)
Texture formats are all DirectX 9 supported formats : .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
Lach wrote:Well, thats it for now, thanks.
My pleasure !
Silmaryls