Hi, Thanks for the comments!
Rogerbord: I'm seeing some weird lighting issues, where the lighting changes on whole swathes of the landscape or tree decals depending on the distance to them. Whole rows of trees suddenly become lit, then a few steps later, unlit again.
Yes. I saw this problem, Im usign a dynamic light and it seem to produce this. I was not able to fix it.
It looks like you're using default Irrlicht billboards for the trees. This is fine if you can only view them from shallow angles, but ideally you'd want to use axis-aligned billboards that always face up along the Y axis.
Yes. I had the code but, I think I was too lazy to implement it. I posititionned all elements in IRRedit and loaded the scene. I would have to change lots of things (replace the nodes and delete the old ones). I had to produce this demo for the 24th sept. for a game/movie industry convention (give it to people there). In the next demo I'm planning to do, this will be added properly (Also I'll do this in Irrlicht 1.4)
It's very noticable (from the frame rate and viewing angles) that it's a single scene.
No. This is made of multiples objects that I divided to increase frame rate. The first frame rate I've got was around 20 fps about everywhere and some place got even lower. Because of the way, i've build the level and the fact that i'm using the realistic water node, this is only happening if you are near the bridge facing the metro station now (It as to draw: Water, particles, bridge, buses, seats. Only the underground metro station is hidden from there. Most of the location on the demo get mostly 60fps and more here. Next time, since I know this. I'll do a better planning in the "views" that will be available. If I'd have done something that could hide the metro station and the bus, while I was in the park, the frame rate, would not drop at all.
JP: They did my head in a bit and i could still hear the busses rather loud even though i was underground.
Humm. I didnt remarked this, but it's true. If you go underground, you should not hear the buses. Someone has seen some examples with IRRKlang to do that? (Raycast to see if the sound is blocked by wall?) My C++ knowledge is limited (very newbie). I have a basic understanding of C++ only. That could be good to have for my next demo.
Gamemaker: ... even though the level graphics could be way more stylish (everything to clean) to symmetric...
I had limitations. I have to use some shader/Normal maps to properly have some less "clean" look. That's why I decided to build that metro station in a city (that city is clean

) In the next demo, I'm planning now; it will be in a completely different area (Thinking about Egypt or Liban/Irak where there are some ruins (Egyptian and/or Sumerian). For this, I'm learning the method to produce thoses Normal Maps and will model the environnement in high details (bake it in a normal map on a low res version). This will take me some time, learning and experimenting. Also, I've learned at the convention that most game compagnies (Ubisoft/EA) uses 3D Studio to model. I'm checking to learn it also (Try to adapt my Lightwave experience to 3DS). I'll also need to practice a little in Zbrush. Didnt practiced much...
One thing I was thinking was to put some more comments and try to clean my source code a little and give it to the community. Would be there someone to help me clean it a little more? (So its looking ok also for advanced users too).
This could surely help new users like me start their FPS game...
Would you think it's a good idea?