I have almost finished the first version of my World Editor/Engine, I am developing it to build the worlds for my game Island Storm. But if there is any interest I am thinking of selling it.
It allows you to create complete worlds indoor and outdoor.
Here is a demo of the compiler that allows you to try some test worlds, it's a beta and still has many bugs.
http://www.apaj15.dsl.pipex.com/WorldStorm_Beta.zip (22Mb)
Select Single Surface Objects from the menu to enable physics collsions on all the objects.
Controls:
"Cursor Keys", Control player and vehicles.
"Space", Enter/Exit vehicle.
"1 and 2", Change camera when driving.
"Right Mouse", Fire rocket.
Brief List Of Current Features:
GUI:
-Uses BlitzUI, but all you have to do is put your textures/meshes in the relevant folders and when you start the editor they will show up in the list boxes with auto created icons.
Terrain:
-Import mesh terrain or heightmap.
-Realtime deform the terrain.
-Realtime alpha paint onto terrain.
-Basic CSG functions.
Water:
-Setup a water plane, with animated texture.
-Mirrored or Cube Mapped reflections.
Sky:
-Skybox, with multiple moving cloud layers.
Lighting/Fog:
-Ambient,Directional & Shadow lighting.
-Fog and Object AutoFade.
-DirectX lights with AutoFade, AutoDelete and Flares.
-Lens Flares for sun or moon.
Vegetation:
-Vegetation Maps for trees, grass, etc...
Objects:
-Easily place your object meshes, with AutoAlign.
-Alter every aspect of an object, colour, FX, etc...
-Integrated ODE Physics.
Vehicles:
-Setup and place ODE vehicles.
Weather:
-Wind FX, Rain, Snow.
Save:
-Save World and objects as individual entities.
-Collapse all to single surface meshes.
-Collapse all into single surface chunks, specified via a grid size.
Load:
-Load world with LoadWorld("") command, flags allow you to specify which object groups you want to be single surface.
Planned Features:
-Gile[s] exporter, that will export your world and setup lights in Gile[s] that match your DX Lights.

It allows you to create complete worlds indoor and outdoor.
Here is a demo of the compiler that allows you to try some test worlds, it's a beta and still has many bugs.
http://www.apaj15.dsl.pipex.com/WorldStorm_Beta.zip (22Mb)
Select Single Surface Objects from the menu to enable physics collsions on all the objects.
Controls:
"Cursor Keys", Control player and vehicles.
"Space", Enter/Exit vehicle.
"1 and 2", Change camera when driving.
"Right Mouse", Fire rocket.
Brief List Of Current Features:
GUI:
-Uses BlitzUI, but all you have to do is put your textures/meshes in the relevant folders and when you start the editor they will show up in the list boxes with auto created icons.
Terrain:
-Import mesh terrain or heightmap.
-Realtime deform the terrain.
-Realtime alpha paint onto terrain.
-Basic CSG functions.
Water:
-Setup a water plane, with animated texture.
-Mirrored or Cube Mapped reflections.
Sky:
-Skybox, with multiple moving cloud layers.
Lighting/Fog:
-Ambient,Directional & Shadow lighting.
-Fog and Object AutoFade.
-DirectX lights with AutoFade, AutoDelete and Flares.
-Lens Flares for sun or moon.
Vegetation:
-Vegetation Maps for trees, grass, etc...
Objects:
-Easily place your object meshes, with AutoAlign.
-Alter every aspect of an object, colour, FX, etc...
-Integrated ODE Physics.
Vehicles:
-Setup and place ODE vehicles.
Weather:
-Wind FX, Rain, Snow.
Save:
-Save World and objects as individual entities.
-Collapse all to single surface meshes.
-Collapse all into single surface chunks, specified via a grid size.
Load:
-Load world with LoadWorld("") command, flags allow you to specify which object groups you want to be single surface.
Planned Features:
-Gile[s] exporter, that will export your world and setup lights in Gile[s] that match your DX Lights.
