The 3D engine is the core of the development system - it generates the 3D effects and controls the artificial intelligence of the actors. It has a lighting engine that supports true shadows and moving light sources. The sophisticated threefold culling algorithm renders even huge worlds of 100,000s of polygons with over 60 fps. Programmers can use the DLL interface for adding new effects and features. The engine is improved permanently to support emerging hardware and technologies or new graphical advances.
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We can create a game by clicking together a level, placing player, weapons and monsters, attaching behaviours to them, adding a game menu, and then publishing the whole stuff. We should at least have some individual effects and behaviours in decent commercial quality games. We have to program those effects. The task is not to avoid programming totally - it is to make it as fast and easy as possible. The WDL scripting language was made for this.