I have the code to directly support COB and POF modles [since PCS's internal compiler can zap through a COB so fast that it can be an insignificant gap of time in mission loading, and i can extend the extended higharchy even further]
other file formats wil have to come later on - all that I can say know is will need atleast 1 generic "Game Model" object - and the POF is perfectly suited - so all other file's support will be made into POFs - either with external conversion or internal conversion
unless someone who is more knowledgable in game implementation than I has a better idea, which im sure someone will
but remember - we want this to be perfectly able to import the origional freespace 2 files
Features I want:
support for "Mod VP"s and "Mod Data Dirs" indexed by files - ie the "Base game" has the default index file, and you can switch mods in game on the fly with a screen - even on a mission by missions basis [multiplayer mods anyone?!
Low-orbit around planets [terrain skimming like in Wing Commander 3]
Of course fancier models, backgrounds, lighting effects, etc. etc.
Oh - and the reason for the OOP - with object oriented design I see it easier to isolate platform-specific code, so we can more easily have it both on windows and linux [and if someone's really smart using GLUT [GL Utility Kit] for OpenGL, a cross-platform way of opening an OpenGL window, and the rest of the OpenGL calls are generic we can have ONE CODEBASE!]
man... this is going to be a -massive- project