there is always some form of GPU load / CPU load in the editor, because its rendering the interface aswell as the scene.
Should be less in the end game if vsync is active, which is on by default i think.
ok, V2.0 is the same product but fully revamped. We will be releasing it with commercial rights and no hidden gotchas like earning caps or royalties of any sort. There might be plugins you get which if they use third party libraries like fmod or other bits, then those will have their licenses. But the engine we provide will have no hidden costs... completely free. (all subject to change for what will be available.)
That doesnt mean everything will be included though and we will be moving to adopt a addon purchases for editors, tools, assets... as this will be the way our engine generates money to continue its development.
The Pro and Studio Pro will still be available for purchasing but these will come will all official tools and plugins that would be sold separately for the free version. However upon release of v2.0, the prices of Pro and Studio Pro will increase, so purchasing early will get you those goodies later
GlTF format is on the plans to be added as it has been requested quite a few times.
There is no theoretical limit on your world size(16km x 16km has been our biggest), but past 10,000 units you may begin to experience jitter or depth issues due to the range of floating points. In v2.0 we will be adding the ability for the origin to be relocated every 1000 units to give a theoretical infinite size world.
3. Can you make worlds thats are entirely procedural? (any examples?)
4. Are there mesh commands, to edit meshes on the fly in code? (any examples?)
v2.0 will be released with the lua SDK, giving direct access to the same c++ classes we use in engine. This means you will be able to edit meshes and textures by blitting or updating buffers on the fly.
If we can, this will be exposed to the visual modules allowing more performance as they are direct c++ nodes, but this is to be discussed later.
Procedural placement is already possible, one user by the name of @PlanetX managed to make an islands vegetation procedurally.
one of the big focuses of v2.0 is larger open world games with no loading. This means that the memory management of the engine has to be on point which is one of my current goals.
Not sure if it was released in your version, but we have support for 2D views in our version, although it would still have to use PhysX for physics and lock to 2 axis only. Still and in dev feature.
As for forums, we are not a very well known engine and due to the long time away from the engine we had, the forums quietened down a lot, but hopefully we can start making it active again as we have seen this week. There used to be discord, but we stopped using it as it consumed to much of our dev time. but the servers should still be available... not sure if anyone uses it now though.
Note: We are only a 2 man dev team
but have been working on the engine for the past decade now and still going through some extreme lows. Our passion for this tech will never end
Hope this helps and answers some of your questions.