Quote Originally Posted by Not Inferno View Post
1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.
Out of curiosity, what part isn't possible with an existing engine?
My experience has shown that really the only things you can't do with available SDKs are drastic changes to the physics system. The shortcuts that Cryengine takes to make its physics simulation faster is geared towards traditional shooters. It completely cheats on friction and that alone halted development on my space game until I can hook into their licensing and make an amendment to part of the closed source.

Everything you've done is decent work (would be far greater if you worked in c/c++ because of the way java obscures memory management), but you already see it in every other SDK. I'm really surprised you're reinventing the wheel instead of doing RnD on your impossible solution so you can start talking to licensing departments at Unity/Epic/Crytek and see if you can work something out.

You've pretty well shown that you have a solid mathematical understanding of how these things work. You've even picked up some trial and error fixes that give you experience in things people normally wouldn't have (euler->quaternion etc). Spending your free time bringing CE up to day is nice and all, but your end goal is what you should really be concerned about.