Mike has always been willing to cover me. I've been in contact with him over the last six months, and have just told him "something big is coming". Same with the folks at GameDev.net, who I have known for many years.
That might be a good idea.
It also might be a good idea to build something into the EULA that says it can't be used to make a game engine editor.
I think in general third-party YouTube videos will be the most successful approach to promotion. Those guys make a lot of good content and already have a big following, and I am sure they will be interested in the new engine.
I created an identical IGG campaign to test whether the platform is effective or not:
https://igg.me/at/ultraappkit/x/24973641#/
I did this KS campaign in order to get a gauge of what I can expect for the engine. I don't believe Kickstarter brought in any organic traffic at all. I can't really see myself setting the goal at less than $10,000. Is the market for the new engine 10x bigger than for the app dev kit? Almost certainly. But I am nervous about the possibility of a failed campaign, which would be quite embarrassing.
Will the app dev kit sales on Steam be about the same as
At the moment, it will only work in one small area around the origin (0,0,0) and only on entities that have had the MakeStatic() method called, and not on terrain.
Light is made up of individual particles called photons. A photon is a discrete quantum of electromagnetic energy. Photons are special because they have properties of both a particle and a wave. Photons have mass and can interact with physical matter. The phenomenon of "solar pressure" is caused by photons bombarding a surface and exerting force. (This force actually has to be accounted for in orbital mechanics.) However, light also has a wavelength and frequency, similar to sound or other wave phenomenon.
Things are made visible when millions of photons scatter around the environment and
I think there will be a project template and generator, like you enter in the project name, destination folder, and it creates the new project. But it's simple enough you could just include the lib and headers yourself into an existing project.
With any luck the new editor will be usable in the not-too-distant future. After all the work I have done, writing a new editor is actually relatively minor.