I'm taking on the challenge of creating a classic FPS using the CopperCupe game engine.
I've started by modeling the environment (no textures yet).
I'll create the models in .FBX, possibly with skeleton animation.
That looks great already. I looked at Copper Cube a while back (I think maybe when you first mentioned it). Ultimately, for me, I thought there was too much to learn versus what I was likely to be able to do with it. i.e. Doom is more suited to my skill set and I don't have to learn anything to be able to do it.
However, I'm really looking forward to seeing what you manage to do with this.
A friend of mine uses Unreal Engine and - yes - the learning curve is big. He's spent a lot of money on tutorials and tools. However, the results are beautiful. It's a very good engine. I'm really interested to see how things work out with Copper Cube for you.
The CopperCube engine can't be compared to the Unreal engine; it allows you to create games to the latest standards.
I think you can create a nice Doom-like classic game with the CopperCube engine, but it's far from current gaming standards.
The CopperCube engine is eight years old, so that's roughly the standard.
I'm going to see what I can do with it.
Here's a textured shot made in Coppercube.
All the textures are baked, because the lighting in Coppercube isn't very good.
A simple dynamic point light (vectors).
But after some tinkering, the result is not bad at all.
The texturing (obviously) brings it to life very nicely. Interesting that the lighting is quite basic. The baked in lighting on the textures works well though.