@ 8bitprodigy : Ogre is a bit too heavy for my liking. Also, a large part of the reason I'm doing this is for education. I've wrote a lot of pieces of engines, but this is a chance to try my hand at almost every aspect. I just needed a thin abstraction to go over DX9/DX11/OpenGL/etc and BGFX fits the bill perfectly.
@ J0linar : Don't need a GUI library, it still has Torque2D's GUI system (see the console example) and it has my SysGUI system on top of it, which covers up Imgui for making simple GUIs:
Additionally I already have NanoVG integrated behind the scenes running Torque2D's GUI, making it really easy to extend with new GUI controls for vector graphics, splines, etc. Basically, there's lot of GUI systems in there for every different usage you can think of. We're good on GUIs.
The level editor I'm not sure on. First glance? Looks awesome. I'll clone it and dig into it tonight and see what I think of it. I already started on a basic level editor that I'll show off a bit later, but it's not even close to that project. I don't like the platform limitations of that editor, it seems pretty focused around windows+dx11. Not to mention it has its own renderer so what you see in there might not be what you get in Torque 6.
@Everyone : For the record, I'm not trying to convert you guys. You don't have to give me excuses why you want to stay with Torque3D. As stated, even if you wanted to, you couldn't jump ship right now as Torque 6 is basically unusable for games. I made the post to make people aware of the project and to give myself a place to post about it as I make developments. Also, given all the engine announcements it seemed like a good time.