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@LewisEro For the scaling of the cubes, note that the Cube class constructor comes with a parameter for the size. In the Demo class for instance, I create cubes using new Cube(0.2, Color.BLACK, colors[colorNumber]), where the 0.2 indicates the size of the cube. As to creating a Wolfenstein/Doom game, it absolutely could be used for that. The biggest fear I have would be the performance. Offline this would be much better than online, but still you'd likely be limited in how many polygons you can have appear on screen at once. Of course, making it a full game would require more stuff than just the rendering -- I'm talking collision detection or AI, to name some basic things. Builderboy2005 has a scenario* up (Castle Storm II) which comes much closer to a such a game (although to my knowledge he never finished it). It comes with an .obj reader (meaning you can model objects in Blender and put them in the game directly), as well as floor detection. Still, the code is likely very different (I didn't look at his code when writing this scenario; I suspect his code is more optimised, but would look very different), so even implementing his approach into this scenario would take some time. And not to mention making all the content... In any case, I don't have the time or willpower to make a game out of this :P But anyone is free to use it if they want. * =
What makes the scenario slow down to a couple of FPS when jumping?