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It's all proprietary code except of course the stuff that interfaces with the operating system. The graphics API is Direct9.0c shader model 2.0, and we are still running on the OLD DirectSound3 interfaces from 1997-ish. We use XInput for access to the XBOX 360 controllers.
If we do move forward to a newer API it will probably be OpenGL in order to ease cross-platform development. This also ties us less to Windows, but granted I love Microsofts toolchain (Visual Studio) and have no real complaints about any of that.
It's important to remember that newer APIs don't automatically mean "better graphics", it's just that they map to the feature sets of newer GPUs, which in turn ENABLE higher-end features / better graphics. Actually getting the "better graphics" into the game is a ton of work and potentially also RE-work on everyone's table (both art and code).
I do understand that it is tough sometimes on the consumer to see a game that they like that doesn't have next-gen graphics, especially if it is a shooter due to the fact that shooters have historically been the benchmark for high-end graphics.
I am personally more in the Blizzard Entertainment camp when it comes to graphical fidelity, in that it is better to be a bit behind the curve and invest in more solid design and gameplay. It seems to me that Valve is also in this camp.
With all of that said, nornware could really use another programmer, and that programmer should among other things be MUCH better than me at graphics programming... :)
As mentioned I like the idea of being able to run on as low spec hardware as possible, and we will definitely stick to that axiom.
In any case we have no current plans to change the renderer, we are prioritizing networked multiplayer and all things gameplay / game design related.