Daemon is the engine powering the Unvanquished project, and is also freely available for other mod and game projects to use. The engine originated from a blend of ioquake3 and ET:XreaL, but has since branched off in a very different direction, receiving constant updates, upgrades, and rewrites of old inherited code from C to C++. Features include a modern OpenGL 3-compliant renderer, Native Client VM support for game and server code, a modern libRocket interface allowing for HTML/CSS in UI design, IQM and MD5 models with skeletal animation and procedural blending, 2D minimaps with a real-time beacon system, navmesh-based bots with behavior trees, and much more. The renderer in particular allows for normal, specular, glow, and gloss texture maps, as well as special effects including bloom, rim lighting, heat haze, motion blur, color grading, soft particles, FXAA, MSAA, and SSAO.

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I want to show you my prototype, "Daemon".
It is a platform created by me.

Daemon needs to find a portal to his world jumping and avoiding obstacles.

You can play Daemon on your browser:
Googledrive.com

or download the game, 60fps + high graphics settings:
Dropbox.com

You can follow the game on Facebook:
Facebook.com

and on Twitter:
Twitter.com

Alpha 42: the magic number

Alpha 42: the magic number

Unvanquished

This month, we're featuring a major milestone for our engine, a new default map, and a number of bug fixes and infrastructure work.

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Unvanquished

Unvanquished

Real Time Shooter

Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The...

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Latest tweets from @unvcommits

Github.com Add a workaround for the animation.cfg warnings

Dec 9 2017

Github.com Further rework #1051 as requested by @​slipher.

Nov 21 2017

Github.com Protect Spiker and Overmind attacks from being disrupted by pain animations.

Nov 21 2017

Github.com Compensate for gravity when considering Spiker's radius of damage.

Nov 21 2017

Github.com Modernize the spiker component.

Nov 21 2017

Github.com Let the Spiker also fire when expected damage reaches a threshold.

Nov 21 2017

Github.com Rework #1051 as requested.

Nov 21 2017

Github.com Buff and simplify the Spiker. It will now always shoot but retain selected spikes to diminish the risk of hittin...

Nov 21 2017

Github.com Further rework #1051 as requested by @​slipher.

Nov 20 2017

Github.com Protect Spiker and Overmind attacks from being disrupted by pain animations.

Nov 20 2017

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