
The question of indoor level formats has been bandied about for ages. Q3A BSP was until recently still covered by restrictive licensing, and in any case is too fragmented for efficient use on modern GPUs. Octrees work ok, except where the levels are very large and highly occluded - hardware occlusion can deal with that but it has relatively high hardware requirements. Portal rendering is a nice solution, but the majority of implementations require the level to be specifically constructed in terms of (possibly convex) closed regions and connecting portals, which is somewhat cumbersome for artists who would much rather use their everyday toolset in a more natural way.
I'm working on a solution to this problem right now, with a project I've codenamed 'Kadath' (I have a real name in mind, but we'll see). I had been continually hoping over the last couple of years that someone in the community would step up to the challenge of coming up with a good scene manager which managed indoor scenes but was not constrained by Q3A limitations, but I'm still waiting.

I also have to say that this product will not be free. 'Real life' changes all the time, and my situation is such that in the next 12 months my OGRE work has to graduate from a part-time hobby to a full-time job, or I have to scale back the amount of time I put into it. Needless to say, I'm trying the former first, but that means I cannot continue to give all my work away for free. I haven't decided on the exact pricing yet (I thought I should concentrate on writing it first

Ok - so there you have it. I hope I can pull this off, and that people will like it - time will tell I guess. Please don't pester me with lots of questions about the detail - I'll reveal that when I'm ready. I just wanted to announce my high-level intentions so as people are informed about what may happen over the next few months.
Sinbad out.