kantaki wrote:
I also saw that horde3d is built on opengl2, but isn't this a little bit outdated?
Probably, but since Horde3D isn't using old deprecated functionalities it is easy to port to OpenGL3 and higher.
kantaki wrote:
I read that some opengl4 features are available as extensions for opengl2 but doesn't this limit me as a developer if I want to create some next gen graphics effects, such as realtime global illumination etc?
In your case, no. All you need to do is to setup a deferred rendering pipeline (and place as many point lights as you wish) which is supported by Horde3D from day one. Important features of OpenGL3 and OpenGL4 are instanced drawing (drawing similar objects with one draw call) which I think Horde3D overcomes that by batching, and geometry tessellation which makes the life easier for artists (no need to create different LOD of same object). Speed wise, I don't think there will be any improvements.