If I were you I'd look into multi-threading. Those resource intensive calculations would be faster if you used a thread pool. 2 cores should be enough but using more would be amazing.
This would increase system requirments though.
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I like this, I'm acutally writing an engine right now. This is a large task though. Don't overestimate your ability.
I'm not in highschool yet, but if you got any physics textbooks I recommend reading through them. They're great to have.
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Look into WinAPI and DirectX 10. If you want OpenGL instead, look into version 3.0.
(Go for dx11 and/or OGL 4.4 if you want to only support high end cards)
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The third thing is I want to give as full control of the character as possible - as few as possible presets, you can move your weapon and body as freely as possible - pretty much like controlling actual muscles in body. Can think of ways to implement it in reasonable ways (not using key kombos for every muscle :D)?
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Have you ever looked into virtual reality? (Being serious)
http://en.wikipedia.org/wiki/Oculus_Rift
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SOME MUSHY STUFF
It's really cool someone is sharing the same interest as me, with the exception of not using OpenGL. I dreamed of such an engine when I was younger. I'm really focused on efficiency, I'm purchasing a machine I can serve as a baseline requirement.
I hope you succeed.