|RPGVault has posted the second part of a Dominus Online Interview with Lead Developer Pat Shearon and Project Manager Aaron Ghadiyali:
Jonric: What are the key features of your engine technology? Why did you decide to license in general and how did you make your particular technologies selections? What points of view are supported, and how much camera control will players have? What do you think the system requirements will be for good game performance?
Pat Shearon: We chose our technology based on its core foundation, DirectX 8.1. We used this along with the TrueVision3D engine to augment our own engine code to give us a very flexible engine that lets us do anything that DirectX can do and we can use it with any language that we need for any purpose, like C++, Visual Basic, Delphi, and even the new .NET technologies. With the cooperation we get from the development staff at TrueVision3D, the quality of our own 3D programmers and the flexibility and co-existing capabilities of its architecture, it made it very easy for us to decide what to use. This object-based model allows us to construct outside scenes and then in an instant load a BSP style map for a dungeon, special temple, or other structure. Third- and first-person views are supported, with free camera rotation in third person. I think a good system is a GeForce3 or better, a 1.4 mHz CPU and 256 megs of ram. That would be optimal at this point.