The Emergence game engine has come along nicely. XML is being used for almost all file formats in the game including the mesh and skeleton files. The XML format is much more extensible (hence the name) and the core XML parsing code is much more solid than anything ever found in the Legacy Engine. The game is strictly NVIDIA PhysX, and the primary math library is the D3DX Math functions, this is because the ML_lib math library used by Legacy was pretty much a clone of D3DX math, but not as robust, and so the custom library was seen as irrelevant. For the past month the game has come along nicely. The only remnant of the Legacy engine format is .lw files (Legacy World files), which are not in XML format, but an XML level format will be developed soon, after which time the Legacy Engine will be gone. The lf_sys2 file system is used by the Emergence engine, so technically that might be a remnant of Legacy, but lf_sys2 has been renamed fs_sys2 and it was never developed strictly for the Legacy engine anyway. Because of that LPaKager is still a useful tool, and the lpk a file format is used by Emergence. There is no LMEdit or clone of LMEdit in the Emergence toolset. This is because all functionality of that application can be done by hand, just as easily as by the LMEdit utility (well not just as easily, cut and pasts are required, and renumbering frames, and manually typing in animation sequences, but the process is still pretty strait forward.) Also bounding boxes, etc, are no longer necessary parts of these file formats. So no utility needs to calculated that information. Indeed Emergence is almost to the point where Legacy was scrapped, but it is much more solid and well designed.