Development of bolt has slowed down a bit, as I've been busy at work, and pondering and prototyping the tools (mainly the map editor). I am using Trolltech QT.. some impressive extension to c++, tools and abstractions for fast development for the map tool. First thing I did was the main UI, that is just opengl canvas + a toolbar, Afterwards came the sketching of world classes (World + Tile), which encapsulates the vertexes and polygons for each grid. Each grid stores the polygon & vertex data, created with tools (heightmap tools etc, to ease the sketching of landscape).
First I was going to just store the camera as position (Vector3D) + orientation(Quaternion) + projection(Matrix4x4), this approach would make the properties self explanatory, no scaling, no skew, nothing complicated.. but after further analysis, Quaternion needs to be converted into matrix representation for camera strafe/view based movement and for almost everything, the only benefits for Quaternions are size and unbeatable rotation calculations. So because of this, I am leaning on to use of position(Matrix4x4) + projection(Matrix4x4), so that the position will save orientation and location for the camera.